Since The Breach dropped, we’ve seen your feedback roll in, and we want you to know, we hear you. As Thomas mentioned in his recent post, not everything landed the way we hoped, and that’s on us.
While we truly believe this is one of our most ambitious updates yet, it’s clear there are areas we need to improve by a lot. Our team has already worked on a hotfix and quality-of-life adjustments that will address most (if not all) of your issues.
We understand that The Breach had a bumpy start, however we thank you for sticking with us. We hope these fixes make your time with No Rest for the Wicked better, and that you’ll stick with us as we keep building something special.
Performance:
Improved performance for the final cinematic and boss fight
Improved performance for Inquisition Arrival cinematic
Quality of Life Improvements:
Increased the speed for backstab indicator appearing and disappearing
Moved the starter weapon shiny on The Shallows to be closer to the Mariner’s Keep entrance to avoid being missed
UI:
Added disclaimer about Legacy saves to the Main Menu and Realm Screen
Updated Bounties and Challenges Screen
Added weekly/daily category label to activity screen under both bounties and challenges.
Added active/complete category label to quests in the activity screen.
Added weekly/daily labels to the bounty/challenge columns in Randolph’s menu to explain the difference.
Added red border on weekly bounty and challenge icons in Randolph’s menu to emphasize they are more difficult.
Added danger level label of the bounty’s target area to both Randolph’s menu and the activity screen.
Colored skull icon on bounty target health bar to yellow/red for daily/weekly respectively to indicate difficulty.
Balance:
Rebalanced the Danger Levels for the Overworld before Tier3:
Post-Sacrament Orban Glades: Level 3
Early Nameless Pass: Level 8
Quarry Nameless Pass: Level 11
Black Trench: Level 15
Slightly increased XP from enemies and bosses
Removed XP cap on higher level enemy kills
Fixed Backstab detection angle bug
Buffed Parry window for enemy attacks
Buffed the i-frames for Medium roll
Increased value and duration for all conditional enchantments
Significantly reduced focus cost for firing arrows
Gear Upgrades now cost 1/3 as much
Repair now costs 1/3 less than before
Fixed Tutorial enemy health and damage being too high
Reduced focus cost on Illuminate Rune by 1/2
Reduced focus cost of Return Rune by 3/4
Enemies and Bosses:
Polished Caretaker boss balance
Bonded Witch, Nith Screamer and Shackled Brute attacks can now be interrupted by any weapon
Loot:
Weapon damage and Armor no longer initialize a value from an interval when spawned, instead will use a set value
Improved Gear Score system to increase the chance that a REALLY nice item drops for you every once in a while
Decreased drop rate of Plagued Gear
Increased drop rate of Herbs
Increased drop rate of Fallen Embers
Increased drop rate of Weapon Shards
Increased drop rates on Ore Veins
Increased loot chances on Brutal Couplet bounty bosses for the Savage Pair bounty
Added more tier1 food recipes
Added 2 more weapons to early game Filmore for more variety
Added more blueprints to Tier3 Filmore
Filmore now sells 5 ingots and 1 Weapon Shard a day
Whittacker now sells 5 planks a day
Cleric armor set is now craftable
Bug Fixes:
Fixed Elemental Damage affixes not working on enemies
Fixed description of Blade Oil not displaying correctly in Quick Menu
Fixed rune extraction sometimes showing the wrong input key on Keyboard and Mouse.
Fixed lighting and skybox in the Inquisition Arrival cinematic
Fixed foliage trying to steal the show in the Inquisition Arrival cinematic
Fixed certain mesh trails that were flickering
Fixed Blight Hearts lighting that would stick after they die
Fixed player highlight showing the whole square sprite from torches
Fixed player unable to Exalt items with materials from house storage
Fixed The Great Beak having the wrong armor
Fixed player being able to pass through the gate for the temple in Marin Woods
Fixed root motion for the Riven Twins spin attack
Fixed Sacrament interior music audible in combat
Adjusted music spatial room borders to avoid gate ambience getting stuck
Fixed Alton spawning under the ground in Sacrament after campaign end
Fixed certain Blight tentacles not despawning
Fixed Lowland Meadows whisper near the plague bear arena not showing up on the map after it becomes available
Fixed spatial room for music at the Cerim Gate during Servant of God
Fixed spot where you can get stuck in collision in Orban Glades
Fixed goat in the boat on a moat shining like a deity (it wasn’t happy about that)
Please revert camera changes and or give us a toggle. I don’t wanna play Wicked as directed by Wes Anderson. Our field of view on sweeping attacks is incredibly diminished from previous versions.
This is one system I don’t mind, I get what they’re trying to do. I kind of like the immersion that they are actually building/setting up the upgrades you paid for. They also have a great compromise, you can upgrade the builder to decrease the timer significantly and I’m pretty sure you can even make it instant (or close to it) with enough upgrades.
Please clarify the details of some spells and recipes. The Return rune should tell the player whether it functions like a Whisper. That is, whether you can teleport back to the place you used the Return spell in.
Crafted weapons and furniture recipes should show the actual item preview and material costs to craft the item, otherwise you can end up just wasting money when the item won’t be craftable due to lack of mats or needed attributes for quite some time.
Spells like healing aura don’t tell you how much they heal for. We need tooltip details on runes to be able to gauge whether they are worth immediate investment.
Having roll on release is one of their decisions that adds to game pacing and makes rolls more thoughtful, rather than spammable. I wish it will continue being like that
good work fixing the backstab - before the hotfix I managed to pull it off once for some twenty atempts, so it was pretty much useless.
But nerfing the tutorial area has gone too far :
more generous parry window coupled with paper-thin opponents requiring maybe 2 hits to go down do not teach you much about fighting since it’s over before you even begin to get the hang of it; hell - up on deck you can even just stand there and let your allies do all the work..
Usable backstab, 4 healing items, and easy-to-pull-off parry should be more than enough to get you to Sacra shore in one piece and teach you something about moving around the battlefield in the process.
Ahh, id disagree with this. I believe people my self included don’t like how sluggish the game feels. Inputs should be crisp. That doesn’t mean you spam them, that means peddle down means car go now…
Swapping run to my right trigger and having a dedicated input for Dodge and run was the first control change I made after trying the game as is.
Dodge on press instead of release is just a feel thing. It could be an option so both sides are appeased.
just give us the option to switch it, roll on press, as every other action on every other game ever, when you want something to happen you press the button… make that other run action nobody knows about other keybind… i don’t know what is that other run action, i run with shift and dodge with space as a normal person would like to
this is perfect on controller since it’s collocated with sprint
I understand from your other thread that you’re specifically talking about m+kb where they aren’t on the same button. That sounds like a reasonable place to adjust this for then
you’re right - tutorial boss takes 3 hits to go down…
To me the whole onboarding experience is totally busted and artificial - it teaches you that you can take most trash mob enemies with 2 hits of a shitty sword. After that - surprise : the same enemy takes not 2 but 10 hits to go down and represents an actual challenge. So what does this tutorial teach you ? Absolutely nothing.
You get a prompt to press and hold X for a charged attack and guess what ? There is noone you can charge attack since the guy you’ve just hit twice with a regular attack is already dead.
Real souls-like experience..
Before they’ve broken the tutorial, it still wasn’t much of a challenge : you got 4 healing potions from the cook and you first faced your opponents one at a time, and once you’ve reached the deck, you had allies to back you up and distract more numerous enemies. But it required you to pay attention - read enemy’s moves and be aware of your surroundings.
To me it was fun - I just wanted to play more and get better at it.
Now it feels totally busted because the devs are trying to make the game more approachable.
What’s next - Ubisoft-style time savers making the game finish itself ?
FromSoftware just do their thing, punish the player for a single misstep, yet millions of people keep playing Elden Ring.