The Breach Refined Feedback. Bugs. Balance. Difficulty. Enchanting

THE BREACH REFINED FEEDBACK. BUGS. BALANCE. DIFFICULTY. ENCHANTING.

Good day. Today in this post I will share my opinion about The Breach Refined. After trying to complete the game on hardcore, I have identified some balance flaws, errors and bugs.

Let’s touch on serious problems right away.

:laptop:BUGS

The enchantment related to durability doesn’t work.

Example:

  1. Broken durability item (75/137)
  2. Fixed durability item (137/137)
  3. Unequip (or wait some time) BOOM!!! We lost durability

There should be a picture here, but I’m a new user and can only attach one file

When we get the enchantment durability increased by a percentage after some time or when changing equipment, the durability value is reset to the initial maximum values. In other words, this enchantment is completely broken. The enchantment durability increased is connected with other enchantments that depend on it, we get a whole bunch of problems with this system. Which in turn does not allow us to create builds.

The second problem I encountered while playing the game is the disappearing puddles during boss battles.

There are some bosses that fill the arena with plague puddles. These are areas in which our character takes damage. After a while, these puddles disappear, but their effect and damage remain.

This problem also occurs with the huntress boss in a slightly different form. The puddle effect is extremely poorly visible in tall grass. It is very easy to miss it and not see it and receive a lot of damage.

The third problem that I and the viewers of my channel encountered is problems with hitting the enemy.

Мiss or Mrs? (There should be a picture here, but I’m a new user and can only attach one file)

After The Breach Refined, some weapon attacks and attack runes began to fly past the enemy, this can be seen in the screenshot. It is difficult to provide a specific list of attack runes, but the error occurs quite often, especially with spears and long-range attacks.

We are done with serious problems that interfere with the game.

Now let’s talk about balance decisions. The first part will touch on enemies that are too strong or too weak. In the second part we will talk about difficulty levels and the enchantment system.

:balance_scale:BALANCE

Unfortunately, there is still no Wiki for the game, so I will call some of the enemies that we will talk about big uncle and little uncle.

Firstly, this Nitsky Little Uncle with two swords has an abnormal amount of damage from spinning up.

LITTLE NITH UNCLE (There should be a picture here, but I’m a new user and can only attach one file)

On hardcore (yeah!), he killed me more than once. Even with good armor and pumped up health. The problems are not only in the damage, but also in the fact that he knocks you out of balance. If you swing at this enemy at the wrong time, we will get a series of three hits between which we will literally not be able to do anything. We will just watch our hero die without the opportunity to do anything.

This is due to two reasons. The first is huge damage. The second is damage to the balance. Accordingly, to solve the problem, you need to do one of two things. Reduce the damage or reduce the damage to the balance. In the first case, we will have the opportunity to dodge, recover and counterattack with full health. In the second case, we will have the opportunity to get away from a series of attacks.

Now let’s talk about the second no less nasty uncle.

I would even call him a son of a btch (pun intended, sorry).

The speech will take place from the plague dog in the Nameless Pass. This level 11 dog has a grab attack, which, without taking into account resistance, deals more than three hundred damage. At this stage in my playthroughs, I do not have that much health or armor. As a rule, damage is pumped up, a little carrying capacity, focus and there is simply not enough for health. Yes, at this stage, it is simply difficult to have so much health. At the same time, the dog’s grab looks exactly like a normal attack, while the hero receives five times the damage. As if the dog hit us five times.

There are no problems with grabs and throws, this is a common mechanic. This must be done so that the grab is clearly visible, as it is done, for example, by Nith Big Uncle Hand Grab Cyber Power Super Mega Attack!!!

Solution two is to change the animation so that it is more visible. The second option is to reduce the damage or the number of hits so that the character remains on low health and can leave. The punishment for a mistake is too strong!

Let’s touch on enemies that are too weak.

ANTISTRONGMAN (There should be a picture here, but I’m a new user and can only attach one file)

The Breach Refind Risen Crossbowman was cut incredibly strongly. Now there are almost no situations in which he hits the player. This needs to be fixed. The best option would be to make this enemy something in between what was before the patch and what is now.

Let’s talk about the levels of Difficulty.

:crossed_swords:DIFFICULTY

I don’t see anything against the easy, medium difficulty level, in my opinion they are quite balanced. But there is a problem with the high difficulty level.

The buff on the amount of experience that the player receives feels really nice. The amount of experience is much more than on the normal difficulty level. For me, during the passage, there was no such problem that I pumped up some location. I go through the game from beginning to end on the stream, I don’t spend much time on completing daily tasks, so such a problem does not arise. This concerns the topic that was raised in the post about the difficulty level that was recently.

For me, the only problem that exists at a high difficulty level is the uselessness of the buff on experience in the late stages of the game. Since the character has the maximum level, the buff on experience is simply useless.

How to solve this problem?

There are two solutions.

The first is to make it so that at a high difficulty level the loot from enemies improves.

The second solution is to change the experience in the late game.

So when reaching the maximum level, the experience was converted into something else. For example, into Silver or Fallen Embers.

The second option is less preferable since in future updates it is planned to increase the level of the character with the future class system, this problem will not arise. Therefore, the best solution in my opinion would be to improve the loot at a high level of difficulty.

Now let’s talk about the problems with the enchantment system.

:sparkler:ENCHANTING

Now it’s painful to roll the necessary enchantments. I often had a situation where two enchantments simply repeat one after another. It feels incredibly painful. Especially when you know how big the choice of possible enchantments really is. It’s very painful to hear people’s stories about how they spent 200 or 300 Fallen Embers to knock out one necessary enchantment.

As always, there are several options for solving this problem.

Option number one. Make the drop of Fallen Embers in the Crucible and when killing plague bosses guaranteed. This way, players will have the opportunity to farm Embers in the required amount in the late game. This will not break the balance of the game in the early stages and will solve the problem of building in the later stages.

Option number two. Set the probability of enchantment drop taking into account previous enchantments dropped on weapons. How should this system work? When choosing a enchantment for reroll, the probability of its drop on the next roll or on the following rolls should be equal to zero or tend to this value. This is done in order to avoid a situation in which one or two enchantments constantly replace each other. This is a rather complex system that requires a large number of play tests.

There is a simpler option, much simpler, but it is unlikely to be implemented.

When rerolling, the Enchantment is crossed out from the list of possible ones until all other enchantments drop. Thus, after a certain number of attempts, we can be guaranteed to get the necessary enchantment. This system has an obvious problem associated with Player errors. In a situation where the necessary enchantment is changed by mistake, you will need to spend a huge number of attempts to return it back. This problem can be solved by blocking the enchantment for a certain number of attempts, which still increases the chance of the desired enchantment dropping, but at the same time makes the above-described error not so terrible.

I really like this game and believe in its bright future. I hope there will be another hotfix before the multiplayer release that will fix the serious problems described above.:blush:

I plan to touch on the enchantment system a bit more in future posts. Talk about the new enchantment table (which I still haven’t found) and useless enchantments on gear. I’d also like to touch on the Russian translation issues. There’s been a lot of feedback on that.

What do you think about this? I am ready to discuss everything in the comments.:wink:

P.S. Thomas, if you are reading this. I can give you a lot of feedback. Want more? I will also be very happy to participate in the PTR.:grin:

1 Like

I think it’s quite balanced due to the fact that it’s a very easy enemy to unbalance, almost impossible to unbalance (even with light weapons, but I haven’t tested all the weapons), if they implement the nerf you suggest then they should also buff its poise to rebalance it.

I agree, the animation seems to indicate the arrival of a quick bite instead it is a dash attack that grabs and does an absurd amount of damage

I totally agree

I wrote a whole t Topic on this subject, I’m you might be interested: Game Accessibility and Difficulty, Unsolved and New Problems (Breach Refind)

The RNG Problem, Enchantment System Vs Gem System (Major Edits) This is one of the topics that I care about the most, it took me 2 days to write it and I continued to edit it for a week, if Read it and leave a comment (so it comes back to the top of the list of recent topics) It would be a great help.

I also talk about this in the topic I linked you, Here is the link for the new table :wink: :

Nice post, your suggestions could be implemented 1 to 1 and the game would be in a better state.

1 Like

Lombix, here is an updated Google Sheet NRFTW Guide Warlan PUBLIC - Google Sheets.

The ‘kinda scuffed’ one is abandonded as far I can tell, please spread the word about the maintained sheet from Warlan!

1 Like

Ty, I’m confused, why didn’t they modify the file, it’s an editable file, they could have simply updated it xD

2 Likes