Remove the "tower defense" breach mechanic

tl;dr - it sucks.

The walls block dozens of monsters between them, ready to shotgun you when you take them down. The mechanic itself is boring and doesn't bring anything unique over an already-existing blight mechanic (DO. NOT. TOUCH. BLIGHT!)

Remove hives since they are even worse than the above mentioned in-map activity.

Keep the new "old" style breach looks and the final fights after stabilizing them, with the minibosses AND breachlords able to drop foulborn uniques and foublorn currency.



And most importantly...

Bring. Back. Breach. Scarabs.

Having just a single breach in a map felt extremely boring and underwhelming, especially when considering how bad the ground loot from it was.
We miss you, bald man.
Last bumped on Feb 14, 2026, 9:38:28 AM


I 100% agree. The current "tower" wall system is fundamentally broken for mapping efficiency in [3.27.x].

Core Issues:

Map Displacement: The Breach area occupies 50%+ of the map layout, suppressing natural monster spawns.

Gold Economy: Breach monsters are currently replacing regular mobs that drop Gold, making "Gold Rotas" significantly less viable.

Pathing: Physical walls disrupt movement and cause shotgun deaths from stacked mobs.

Proposed Solutions:

Vaal Side Area Implementation: Convert the Breach into a standalone portal instance. This keeps the map clear for regular mob spawns and Gold farming.

Restore Scarabs: Reintroduce Breach Scarabs immediately. Running a single Breach per map with zero juice is a waste of time.

Graft Blood Scaling: The current Graft Blood costs are too high. We need higher storage caps for Graft Blood and a significant reduction in the amount required per Graft.
Hard disagree.

I hate Blight because it's slow and boring, the "defend Ailith" part of Breach 2 is an upgrade to Blight in every conceivable way.

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