Breach is a waste of time

All of the waystone events have major flaws in their own regard.

Kalguran Expedition has glyphcaster enemies that are many magnitudes stronger than their peers and can easily 1-shot even the tankiest Life builds. All in a fraction of a second, and with very little notification. Better notice that glowing glyph on the ground RIGHT NOW and roll RIGHT NOW or kiss 75% of your Life goodbye... and that's to ONE glyph, and they stack up just fine.

Ritual Altars have purple chaos orbs that follow you and can stack-explode for large damage that's very hard to avoid, especially if you are being bodyblocked by the potentially dozens of large mobs squished into the forcefully confined little space. But even worse they have LARGE PURPLE CHAOS BUBBLES that do massive damage, stack up, and kill even the tankiest Life builds very quickly. Then of course there's the blood waves that push you all over the place, sometimes so hard it pushes you out of the confined arena and you have to be warped back in. Or you have all the blues and rares that get respawned and happily drop all their extremely rippy post-mortem effects again, but this time in a tiny arena... etc etc etc. (I die most to bad Ritual Altar design than anything else at this point by far)

Then we arrive on Breach:

My first 3 or 4 breaches I ran seemed so ridiculous I just said why bother? But once my build became strong enough I gave them more attempts. They are way too dangerous for way little reward. The whole system of following the edge of the breach and killing as fast as possible, but also opening clasped hands, and having zero time to pick up loot is just mentally deficient design. It's very easy to die instantly in a Breach depending on what spawns, and it feels like you have to constantly be: A) Moving Quickly. B) Killing Quickly. C) Looting Quickly.

Which is all fine and dandy, so they put a hyper-zoomy feature that forces you to backtrack just to get your well-earned rewards and learned nothing from the lessons of PoE1... whatever, right? Well, wrong. Because the well-earned rewards don't even exist. The rewards from Breach are just awful. They're so bad... they... well... are on par with the dogshit loot plaguing the game as a whole, but then they are also way too hard and zoomy. Do you see the disconnect?
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tyrespoe#5113 wrote:
All of the waystone events have major flaws in their own regard.

Kalguran Expedition has glyphcaster enemies that are many magnitudes stronger than their peers and can easily 1-shot even the tankiest Life builds. All in a fraction of a second, and with very little notification. Better notice that glowing glyph on the ground RIGHT NOW and roll RIGHT NOW or kiss 75% of your Life goodbye... and that's to ONE glyph, and they stack up just fine.

Ritual Altars have purple chaos orbs that follow you and can stack-explode for large damage that's very hard to avoid, especially if you are being bodyblocked by the potentially dozens of large mobs squished into the forcefully confined little space. But even worse they have LARGE PURPLE CHAOS BUBBLES that do massive damage, stack up, and kill even the tankiest Life builds very quickly. Then of course there's the blood waves that push you all over the place, sometimes so hard it pushes you out of the confined arena and you have to be warped back in. Or you have all the blues and rares that get respawned and happily drop all their extremely rippy post-mortem effects again, but this time in a tiny arena... etc etc etc. (I die most to bad Ritual Altar design than anything else at this point by far)

Then we arrive on Breach:

My first 3 or 4 breaches I ran seemed so ridiculous I just said why bother? But once my build became strong enough I gave them more attempts. They are way too dangerous for way little reward. The whole system of following the edge of the breach and killing as fast as possible, but also opening clasped hands, and having zero time to pick up loot is just mentally deficient design. It's very easy to die instantly in a Breach depending on what spawns, and it feels like you have to constantly be: A) Moving Quickly. B) Killing Quickly. C) Looting Quickly.

Which is all fine and dandy, so they put a hyper-zoomy feature that forces you to backtrack just to get your well-earned rewards and learned nothing from the lessons of PoE1... whatever, right? Well, wrong. Because the well-earned rewards don't even exist. The rewards from Breach are just awful. They're so bad... they... well... are on par with the dogshit loot plaguing the game as a whole, but then they are also way too hard and zoomy. Do you see the disconnect?



I disagree on your take on breach here, they are some of the most lucrative League events in this game atm if setup right. Not only do you get shards that you can either sell outright or use to fight Xesht for shots at HOA's the amount of rares you get to kill in that small window grant a great deal of value in opportunity for drops in itself.

Looting during a breach is a non issue, the loot itself stays on the ground even after the event is over, I actually wished however there was a longer window to navigate the breach area to account for bad positioning on some maps however, if you get a breach in a bad spot on a map thats not wide open you can lose over half your breach time just trying to get back around to the mobs themselves.
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Nailed it, I'm playing a Stormweaver build but not a meta build. Everything for me is based on freezing and then hitting with comet and cold snap, both of which have to be targeted as they nerfed cast on freeze.

This means that while I hit hard enough I don't hit fast enough and by the time I have killed a couple of things I am swarmed and spend more time trying to survive than killing mobs.

Yeah I could just follow the "your build sucks" and use the same SW Archmage build everyone else is using, but copying a brainless build made by someone else is so boring I might as well just watch someone else play the game and pretend it's me.

At this point Breach is a dead mechanic for me and I am just ignoring them. The rest can now tell me to get good and fix my skill issue.


So much this. If you play a meta build, you don't have a problem with Breach because meta builds (especially something like Spark Stormweaver) are so hilariously overpowered that it invalidates the enemies.

If your build can invalidate everything into irrelevance, then of course Breach is amazing. It spawns a ton of enemies and those enemies are wont to drop Catalysts and Splinters, not to mention regular currency loot.

But if your build cannot invalidate everything into irrelevance, and you are actually engaging in the combat of the game (like they insisted PoE2 would do better than PoE1), then Breach is absolutely terrible.

It's one of the core PoE1 problems reemerging, which is the fact that the top 1% of builds are so vastly superior to everything else that the game actively discourages you from playing anything else, and I'm with you in that that is awful. What's the point of all of this customization and all of these choices in builds, if none of them matter because there's only a few select ways to really play the game and engage in what it has to offer?

If you can handle literally all other content, but then the second you engage in [x] mechanic, you explode, then there's a serious problem. I'm not saying that every build should be easily handling all content, but there's a difference between, "My build has a hard time but can get through this with some good play and decent gear," and "My build cannot possibly do this content because it cannot insta-kill everything that spawns the second it spawns."

I'm sure, like you, that there will be people that go, "lul skill issue," but I posit that there is no skill in holding down the Spark button with a build you found online.
What if breach and ritual were not within the regular maps and instead was it's own portal system that you could attempt without the exp penalty? Right now I feel like part of the problem is that I get a lot of confidence cruising through juiced T15 maps, and then I try a breach on a normal T15 and lose all my experience. If lethal breaches weren't casually laying around my level 80-82 maps, I would be playing maps instead of typing stuff up on the forums.
There definitely needs to be some tweaking to breach. Give more time per normal mob kill maybe? I don't think it's normal to be able to cruise trough t17 with ease but not be able to complete a breaches.
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elpitu#2905 wrote:
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Weaver#3527 wrote:
I find ritual worse. Here's five hundred enemies that all spawn in a 10 meter circle you're locked into and cuts your frame rate in half. Have fun.

and with trees or walls in the middle XD

Don't forget the Death Tornado!
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Varden#8409 wrote:
It's literally impossible to do a breach even on a map far below your normal leave. hundreds of enemies spawn instantly and press against you so you can't dodge or even take any actions. Who thought that was a fun idea?

It's another victim of the inane move speed system where we waddle and every enemy sprints into you where your ranged attacks cant even hit.

The rings it's self expands about twice as fast as player characters can move, so you can't even try to position yourself at the start.


how about git gut?
IGN: UgaBugaMajkaFaja

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