Breach Refined Feedback #X

Hello there.

I played the new Patch for the last 2 days on 3 of my chars quite extensively, 2 of them being max level with one being my main. I have 300+ hours in the game at the moment, don’t need to mention I love the game a lot with those hours :stuck_out_tongue:

Now for the Update:
In general I gotta say it’s an amazing patch, the game feels smoother to me, it even looks better and most of the changes like the shops being accessible without loading and there being more bounties and challenges plus what certain shops offer is amazing. Very good changes. Also the utility runes, great idea, very good qol change.
The enchantment changes seem reasonable to me as well, but like others mentioned there could be more explanation like how the diminishing returns actually work.
Which brings me to a point which I don’t know is intended or is a bug.

My main char is a kind of battle mage, or let’s say it used to be.
The fact that the stamina runes now scale with char level if i understood that correctly ( the patch notes only say the ones from ilaria that’s why I’m not sure) and not with item lvl kinda makes these runes super weak, i mean I’m max lvl and those do like half the dmg or 70% maybe, I don’t have exact numbers but it’s way less. Now this also means the status doesn’t get applied as much as before so now I have to attack again or use the rune again to get the same results, which in turn results in me spending basically double or even more stamina.
Which does change the whole playstyle, you basically removed battle mage chars in favor of normal mages. Idk if that’s what you wanted, because this means nothing rly got added, just one got taken out and another is now in.
Now I feel I have to skill way more into stamina because these abilities use so much stamina I don’t have lots left for dodging, which isn’t the main problem, I don’t need 4 or 5 dodges, but I can’t even get one full combo of attacks off after without draining more stamina than I have. Kinda useless when I play freeze for example. I don’t even play the shatter build, cause I think that was way too overpowered anyway and I think nerfing the armor debuff enchantment is also a good idea, but I did attack frozen enemies to refill some focus, but of course they take less dmg when I attack with cold dmg, which was fine cause I wanted the focus for my next rune attack.. Which now gets hindered a lot.
Now I do have lots of focus enchantments on my gear, for example get 15 focus on kill plus get 15 focus on inflicting status.

Now when i for example use a shock jump rune on 3 enemies, all of them die. The ability costs 100 focus without focus cost reduce. So I should get 45 focus for the kills plus 45 for inflicting the status on all 3 of them should I not?
But I feel like I only get the ones from the kills. Is that intended? ( idk if the name change of the elemental types could be responsible for this? It’s a wild guess cause I feel one some it works, for example the frost stream )
This is also counted without all my +focus gain enchants, which I don’t know if those should be working on there or if there’s also diminishing returns cause I have them multiple times as well, but that’s not even the issue.
The issue is i get way less focus then before which is kinda strange. Not only does it change the playstyle a lot but I can’t even attack a lot for focus gains cause the stamina gets used for the stamina runes, which costs way too much stamina btw for the fact they also do way less dmg than before. Granted this is all on a max lvl char. And i still have some valid points spent in stamina, it’s not like I’m running around with 10. I’m around 25+ most times, which is still a lot considering you need to have lots in your weapon class, like int or faith or whatever you use.
Also a question I have, how much focus do the stamina runes generate? Is it the normal value the staff or wand gives you? Kinda weird when i use 35 stamina compared to the 10 or 14 the attack costs and get the same like 9 focus out of it ?

So now for most of the time after every little fight and in longer fights even in between I come out with basically half the focus I did before, which makes it feel all “stuttery” cause I can’t get into any kind of flow being forced to pause all the time.
I get that some stuff probably needed some nerfs, but it feels like especially my main char, which wasn’t even one of those RoD builds that are way too imba imo, and still are btw, just gets punished for basically being a “normal” endgame build.

Another thing I noticed now cause I started also a new char with the new patch, what does it mean that plague status reduces fire resistance? Does it reduce it when the plague bar is full or in general? Cause I felt that was a cool idea, so I wanted my new char to do plague and fire dmg, now I tried both with full bar and not filled up and it doesn’t seem so affect the fire dmg the enemy takes at all.

Also how come that when I get the plague debuff I lose life and enemy doesn’t ? Like enemies are at 1% health full on plagued and I have to hit them again so they die. It’s either a bug or it doesn’t make sense.

I will add more stuff I notice here as well while i continue to explore the new patch.

Also I want to add that this is not a huge complain post, I get that with lots of changes and lots of modifications there’s always gonna be issues in such a complex system.

Finally I want to say I highly appreciate the soul and work you put into this game, it’s rly already one of the best of its kind, in my eyes one of the most fun games I ever played in general. So thanks for that :slight_smile:

Kind regards,
jolly

1 Like

Actually what i also noticed, on this char you kind of force me to play the freeze and shatter build now with those changes.
The fact that it takes double the amount to freeze an enemy means i need double the stamina, the enemy gets more attacks off, which means i have to dodge more as well, which also uses stamina and if i use only focus runes my focus generation goes in the drain also.

I cant freeze an enemy with frostbolt, dash to him and refill my focus with attacks, cause if i freeze with frostbolt → -35stamina ( need 2 of those now, cause way less dmg and way less status ), then dash to him → minus stamina → have maybe stamina for one or 2 attacks left. also the fact stamina needs a bit longer to start regen now i think even amplifies this effect.

2 frostbolts freeze one enemy. 2 frostbolts cost 70 stamina. 70 is way too much considering i get basically no focus out of these 2 attacks and i use, depending on how much stamina you skilled, 70-80% of my stamina.
Theres literally no reason to use the frostbolt if i get the same result with 2 normal attacks, which cost not even 25% of the stamina and i get the exact same amount of focus out of it. seems unreasonable especially if the reason behind that supposedly was to implement a more “mage” style play, when it actually does the opposite.

Basically my main is now my least favourite character because it feels so much slower and every hour i pumped into this char to get it the way it was is now useless.

Imo you should revert the stamina runes for wands and staffs. Or make them way more powerful.

For Bows i get it, you dont want to be a focus orientated character if you play bows maybe. But if youre a mage and you use focus constantly, im sure you spend some points in focus and are not running around with max 100 focus still. so spending like 50 on an opening attack is not even that bad, instead now i spend an insanely higher percentage of my stamina just for those attacks, which also do way less dmg and therefore also apply way less status.
What you did is, now you drain all of your stamina. FIghting without stamina in a stamina based game with parries and dodges is just bad, it really is a bad idea.

For me at least it looks like using any of those stamina based attacks on mages is an absolute no-go now.
Theres literally no reward for using them, they cost more of an important resource and they do way less dmg/effect.

Just played my new char and its even more evident there.
This char is lvl 10, i have around 70 stamina already, which isnt even that little.
Now i can spend 35 stamina, which is 50% of all my stamina, for one plague dart doing 24 dmg. or i just attack for 9 stamina and do the exact same amount of dmg. Plus i get the exact same amount of focus out of it.
And on top of it, the dart takes way longer to execute.
Plus with the aiming thing being off atm , usually the first dart shoots nowhere near the enemy.

Again, you literally removed any reason to go for those stamina attacks ever again and i dont think that was the intended effect.
If it was, all good.

But it feels like, im just not gonna play mages at all anymore, which is sad, cause its my favourite way of playing, but now ill just get the clerics mace and rage through the game only using normal attacks aka easy mode.

The Filleter btw was a great weapon imo with a unique look, but if ppl had a problem with its attacks being more rapier-like, okay then thats fine, but why would you remove the charged attack from it? It had one before and you said you just changed it so its more sword like now, but it also has no charged attack anymore. I dont see the reasoning in that tbh.