Breach League Feedback - Balance and Bugs

I want to post my feedback after a week of playing new Breach challenge league, getting to maps and playing there for some time. Please note that I play largely solo self-found with one exception that I will comment a bit later.

My overall impression of the league is positive. Breaches combined with older mechanics now in standard game (Essences) make leveling process entertaining and reasonably eventful. Mapping seems to be largely the same due to low appearance of breaches in maps, same goes for Essences even after the buff in latest patch.

Now some balance complaints:
1. Breaches have weird difficulty curve with big spikes randomly spread from early levels to entering maps.
I was skipping lots of Normal difficulty breaches, especially early on, where my skills were not able to deal with mob density. I had to skip most of breaches in Cruel difficulty where my damage output was utterly insufficient to deal with mob onslaught--this was partially due to SSF and back luck with drops but I dont think trading this early in a league should be required to experience new content made for this league
2. There is huge difference between various breach difficulties and to add more chaos there is also difference between each breach of same type.
One breach can be chilled and next time the same type will be swarming with enemies that will immediately overwhelm you.
3. Tul's breaches and Frost Blades bullshit - seriously Tul himself is overtuned but the biggest BS are monsters with Frost Blades. I havent had so many under-1 second deaths combined in past 2 or 3 leagues.
4. Certain mods should not be present on breach monsters. Rare monsters with "Allies can not die" and most importantly "Soul Eater" -- these mods often create situations where play does not have chance to react and solve such situation.

Bugs:
1. Summoned monsters by breach monsters can move and attack outside of breach -- Ice Golems from Tul's breach can run out of breach, chase and attack player. I wonder if projectiles should be able to hit outside of breach as well.
Last bumped on Dec 13, 2016, 6:03:00 AM
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Baron01 wrote:
Bugs:
1. Summoned monsters by breach monsters can move and attack outside of breach -- Ice Golems from Tul's breach can run out of breach, chase and attack player. I wonder if projectiles should be able to hit outside of breach as well.

They certainly do, right now. Had a breach in the Grand Arena hallways where Esh himself showed up and proceeded to completely flood the hallway with ball lightning spam. They didn't stop at the edge of the breach. This is likely to stop people from cheesing the breach by skirting the edge of the rift and throwing things inside it.
I don't like the fact that breachlord arena in their domain so small and boss have AoE that cover 1/2 or 2/3 of the arena with a lot of damage. Also they so spammy. This fire pillars can cover most of the arena space. Electro sphere have so high frequency that true melee character or character with short effective attack distance simply can't deal damage safely. Shooting ice pillars so tanky for their damage. And yes, who decided that monsters that come from the portals on arena must be so strong?
E = mc^(OMG)/wtf
More feedback after more time spent in Breach league.

I start to dislike breaches. This is first time in a very long while when challenge league mechanic becomes so tedious and annoying that I start to have doubts about the game.

Some more observations:
1. Loot spam and fact you have to run back to pick up few worthwhile items among a see of trash -- this is single most annoying feature of Breach league. This need change and hopefully immediately. Seriously, trash loot spam is hideous. I need special filter just for breaches to be able to see anything at all.
2. Breaches have severe performance issues -- due to heavy monster density and all the effects in breaches, the game has hard to cope with it. If you get breach on a map with ground effects, kiss good bye to your frame rate.
3. I'm absolutely positive that breach monsters, not only summons but normal breach monsters, can attack player outside of breach within roughly 1 screen distance from breach line. Those monsters are often invisible, as in not revealed by breach, but they can attack player.
4. Frost Blades are BS, I just need to repeat it -- I had several cases where I was insta-killed by invisible/way too far monsters that suddenly target me with their Frost Blades while I was hiding behind my totems.

I think I have read a post also about feedbacks on breaches that described my feeling very well:

"The worst of Perandus magnified tenfold."

At least I get this exciting anticipation whenever I saw Cadiro back in Perandus for the things he might sell,but breaches, I'm feeling less and less willing to open the breaches because if it's lightning, cold or the ground spike thingy, I'll most likely die.

I think the fire breaches are way more easier than their other counterparts. Also breaches in close quarter spaces, like prison, cell like map is easier to deal with, because you won't get swarmed by so many mob.

And I think there should be some indication, a sound effect or something when a breachlord enters the battle, they can so easily hidden amidst all the chaos that you won't even notice he's there, and then you die =/

Mob density should be decreased by a lot, and remove unnecessary effect to improve performance, so we can actually tell what is what and what is going on.

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