Breach and Tree should not go core

As many people probably already stated, the new breach mechanics are not poe1, we want to blast.

The walls suck as a concept. Right now it's "find breach walls, clear as much as possible -> run back most of the time a quite some distance depending on layout -> do some static waves".
This concept was fun for a league but I think it's already overstayed it's welcome already.

Every other iteration outside of the basic 'kill stuff in circle' mechanic is tedious and sluggish. Running around in the citadel sucks, standing there and killing 20ish waves suck. Running back out also sucks.

The tree makes ground loot irrelevant, devalues essences and other mechanics, makes the game more streamlined where no streamline was needed.
It destroys the market, makes the start of endgame feel completely irrelevant and you don't get to 'earn' any progress outside of the last min-max items.
You're quite literally taking out the progression out of the game in favor of a mechanic no one likes to make it easier for people who don't like the game in the first place.

Please, reconsider keeping this failed experiment in the game. It was fun for a league but the concept doesn't fit into poe1 no matter how hard you try to hammer it into it. If you want to keep this concept put it into the game it was designed for - poe2 and leave poe1 alone with it.

Just my two cents.
Last bumped on Feb 22, 2026, 4:41:17 PM
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You're quite literally taking out the progression out of the game in favor of a mechanic no one likes to make it easier for people who don't like the game in the first place.


we're never getting better ground loot, so the tree is the next best thing. and it gives progression back to the player, instead of trade market. i see a use case for ssf only for the tree, which i'm all for; i'd love to never interact with trade again, but until the game balances ssf to the power of current trade, i'll defend the tree 100%.

i do agree that breach as a mechanic got less fun and i hope they do something about the walls.
Taking this opportunity to repost my TL:DR

Unstable breach is alright.

Breach hive is lame.

Breach fortress if fine.

WALLS ARE NOT ACCEPTABLE.

-Correct use of walls in ARPG is area building. Sirus meteor maze is correct walls. Breach fortress escape plugs are correct walls. Breach fortress external walls and breach hive walls are just in the way, they do not contribute anything but annoyance.

HIVEBRAIN GLAND SHOULD NOT BE A SCARAB.

Invite or fragment, sure. Scarab, absolutely not.

Tree loot needs tuning. The yellows are too strong. The stat stack uniques are too strong.
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You're quite literally taking out the progression out of the game in favor of a mechanic no one likes to make it easier for people who don't like the game in the first place.


we're never getting better ground loot, so the tree is the next best thing. and it gives progression back to the player, instead of trade market. i see a use case for ssf only for the tree, which i'm all for; i'd love to never interact with trade again, but until the game balances ssf to the power of current trade, i'll defend the tree 100%.

i do agree that breach as a mechanic got less fun and i hope they do something about the walls.


I mean you're not wrong, I'm not saying the meta should be ground loot only but we were at a damn good place before tree. Picking up any rares, even on a PL reset feels like a waste of time because I know I will never craft on it or use it for more time than it takes to get enough tree blood.

My biggest gripe, as already mentioned is the barrier loss of finishing tutorial and grinding up some gear. Why bother, spam white maps, gather blood, rinse repeat a few times and gg you're pinnacle ready in a day without much work or knowledge.

Destroys any reason to even engage in the first place for me, the grind is fun, getting upgrades is fun, having to compromise on gear and optimize with it is fun.
Getting thrown from campaign to t16 is not fun.
Ancient and lavish gifts are okey.
Good foulborn uniques are rare and good double foulborns are even rarer, they are actually chasers worth multiple stacks of divines. Lavish sometimes gives you a div and once per league gives you 20 div. I mean, mechanics need to be rewarding, or else nobody will bother with them. See tormented spirit, nobody farms this unrewarding crap ever, even though it has full support (atlas passives, bench craft, 3 scarab types - all are shit and and valued only as 3:1 vendor recipe fodder)

Provisioning is the offender that replaces like 5 other league mechanics and need to be either completely redesigned (provides grasping mails ONLY, nothing else), nerfed into the ditch or made incredibly rare. IF a prov gift at full strength is like 3 div on SC trade (due to low drop rates) i guess that's fine, it won't replace Rog, essences or delve etc.

You can't include it as is, it's just too strong and pushes away many league mechanics into irrelevancy.

And remove wall version of breach, please ffs. It's ok in campaign cos it's actually winnable unlike classic breach, but in maps this is terrible. Visual clutter 100x worse than delirium. I didn't even thought this was possible.
Tree should go core and remove all dropped magic and rare item ...

Think about it no one is picking them up anyway ... white base should still drop thought as i think it have it<s place in the crafting game ...

Instead of dropping rare/magic item it could be replaced by some kind of currency made for the tree so you still end up getting the rare item you would not pick up anyway + you can choose/guide/gamba what will be your desired item ...

Also that currency just stack so it does'nt clutter your inventory!

Just my two cent... i never pick up loot rare/magic after 1-2 day in league anyway...
Last edited by johnytwotime#4060 on Feb 21, 2026, 3:14:21 PM
i prefer quality loot over quantity loot so i find the tree to be a better source of low-mid items compare to the old massive loot explosions where 99.9% of it was trash.

may be we can get a middle ground

global 60-80% less quantity of items drop
wombgift removed. tree bonus apply to global drops
tree parts are unlocked from campaign side quest


everyone wins
*instead of replacing existing farming methods it will work with them
*the game not creating 136541654 items per second should reduce clutter enough to the point we will no longer need loot filters plus it should reduce server load.
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HIVEBRAIN GLAND SHOULD NOT BE A SCARAB.

I think it will stay as fragment.
They didn't say anything about deleting it.

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