Early campaign expanding Breaches are ~impossible to clear even twinked
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Mud Flats, not even close.
Ship Graveyard Cave, closer, but still not even close. Completely inadequately balanced, to the degree of being a bug. Edit1: again area level 14 Old Fields. To be clear, this is a pack size, Breach windup time, and Breach timeout duration issue. Not enough monsters spawn, fast enough, for the duration of the bar. The obvious solution is to scale the speed of the progress bar that times you out, by area level. Lowest level areas = longest duration before running out of time. Highest level areas, the current duration is fine. Edit2: Act 3 City of Sarn density is finally good, but was still impossible to complete because not enough monsters spawned. Killed everything but that only gave 80% towards completion. I'm not sure if less mobs spawn in dead ends (CityOfSarn start), if so that would have contributed. Location coordinates bug #1,360,861,422. [Edit 4: spawn location didn't matter, got City of Sarn expanding Breach in next run, fully cleared non-dead end. Not enough monsters to Stabilize.] Edit3: A much easier fix springs to mind: introduce the expanding Breach variant later in the campaign, when they are naturally completable. Edit5: Act 6 The Ridge full cleared a pretty wide open Breach with good density, only got to 95%. This is kind of ridiculous let's be real! P1 SSF Phrecia: 97 Oshabi Aul KF P2 SSF FateOTV: 89 Spark PF P1 char archive: view-thread/963707 Last edited by unsane#5479 on Feb 13, 2026, 12:58:24 AM Last bumped on Feb 12, 2026, 7:44:26 PM
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Do you mean Unstable Breaches?
3.27.0 Hotfix 6 " |
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" At the time I understood that to mean "you probably won't succeed", not "it's impossible to complete them even if you're decked out in uniques". If it's the latter, that's... not good design. P1 SSF Phrecia: 97 Oshabi Aul KF
P2 SSF FateOTV: 89 Spark PF P1 char archive: view-thread/963707 |
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