Final Breach 2.0 Feedback

Not bad, could be way better.

For gearing it's great from mid campaign until mid-late game, with insane gear drops for progression. Really good for casual players, won't have to buy any gear until mid-late game if you're lucky.

Loot:
1. Loot drops (other than gear) - RNG drops from the Tree are too inconsistent. Lots of stories of people getting crazy items, I had one 20x Exalt orb drop early (which was nice at the time) and nothing interesting since,
2. Gear drops (after gearing yourself) MIGHT sell for something, although the lack of currency dropping means people weren't as keen to buy gear,
3. Most players I've talked to just avoid the mechanic all together. Better rewards from running another map instead.

Mechanic:
1. All three types block a third of each map from doing any other mechanic. If it was a rewarding mechanic that might not matter, but see above,
2. Normal breach circle - fine, although lacking in loot,
3. Defend the squishy - EITHER boring if you're a ranged char with big AOE clear, OR frustrating and easily fail-able for melee chars (with higher map juicing),
4. Breach fortress - not bad, if it was more rewarding, HOWEVER as a Zenith player I fail around 50% (mostly in t17s), thus cutting into the limited rewards even more. Melee defense success is almost fully dependant on Healing abilities spawning for the encounter. I've tried Decoy, Frost wall, Ice novas, all of them sometimes work but not consistently. Tbf, at least the loot is still mid if the absurdly squishy chick doesn't make it.

OVERALL - some good ideas but needs some big fixes before whatever iteration is brought into next league. Player retention speaks for itself. It's too late in the league to change anything to bring people back, but as this mechanic is here to stay, in some form, it's worth showing it (and the players) some more love.
Last bumped on Nov 19, 2025, 11:28:35 PM

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