Deli/Breach don't allow combo based play style to even engage with these mechanics. [feedback]

Problem:
Deli/Breach will kill you within 3s if you cant immediately clear screens. There is no time to do any type of setup here. Its either 1-2licks and screen cleared or you are dead.

Deli/Breach are not even challenging once you do clear screens, plus you getting lots more rewards, so I can't even see it as risk vs reward, its just pushing zoom zoom on players. That should stay in poe1, please don't push it in poe2.

Proposal:
Move the initial mobs further out during breach/deli, and add the 2-3sec to duration because this is how long it takes my screen delete builds to get to screen edge even with screen filled with mobs.

OR:
just let us block it on atlas for a % chance on getting an Arch Nemesis mob spawn. at least those are meaningfully challenging.
ขุดครั้งสุดท้าย เมื่อ 24 ก.ค. 2025 18:09:30
I am not a PoE1 player, i never played any arpg before either.
I just somehow fell in love with PoE2.
So my comments are what they are knowing that.

My first character i made is considered bad build. It doesnt clear screen in seconds for sure.
Still carried on cause i like it a lot and i had a lot of fun with it. (Stormweaver incinerate/cast on ignite ember fusillade, very buggy but very fun)

I could do everything up to reach arbiter, where i'm clearly laking DPS so i couldnt kill him, but that's not the point. Just to say i did all content and so, T15 maps, yet have to succeed getting a T16 in my SSF mode. I think my boss maps are at T4, depend on maps mods also.

And somehow, breach are the one i just cannot do. I die within seconds when i start it. I once didnt die but i think it's because i made something wrong and the breach stopped rapidly.

I can see other players clearing screen at the speed of light, it is really not my type of gameplay and it just make me dizzy watching them. I'm here hoping the game wont turn into that because of other players asking for it constantly when i read other posts.

I dont know if i'm doing something wrong or if it's that breach mechanic the problem. But something is odd with it.

I like your option of moving the mobs further at the start, i think it would help a lot for people playing more slowly like me.

That being said, i dont mind ignoring one part of the game if that part please people as it is. It is what i'm doing now, i do the map but i dont activate the breach.
Maybe one day i'll get more DPS to do them on another build.

But i do believe it could be nice to have them checked by the devs so everyone can interact with them.
แก้ไขล่าสุดโดย BlastYa#4875 เมื่อ 8 ก.ค. 2025 06:55:30
True story. I'm sure some people will comment "skill issue, or shyt build", but honestly if you're even half-ways following along with GGG's "meaningful" combo based idea it's super tricky staying alive in either delirium or breach. At the moment i'm messing about with an amazon twister-shatter build. It honestly makes most content fairly easy once it's up and running and you have 30+ twisters jetting around. Problem is it takes 4 skills to execute to its full potential, and one of those skills needs to be used 3 times. It's a long time to just be a sitting duck at the moment the event starts before being able to pop off the fist volley.

Fortunately, and maybe this helps your case maybe it doesn't, I can preload the combo before starting since it's just building up a series of skills that all buff the twisters, and doesn't rely on parry or any mob engagement. I just get it going right next to the breach/delirium and wait to actually use twister for a second so I can run through to start and then pop them off. I do the same thing with ritual. Otherwise if I start any of those events and then start up the combo it's a 9/10 chance of getting absolutely murdered right away.

It's love-hate for me because I absolutely love the mob density of those mechanics, but some builds are just not cut out for them.
แก้ไขล่าสุดโดย Johnny_Hotbody#4829 เมื่อ 8 ก.ค. 2025 21:27:15
Normal Delirium isn't much of a problem, though juicing it quickly becomes dangerous. Breach has always seemed like it was meant specifically for super-powerful, fast builds, and I've therefore always avoided it. Even in an un-juiced map, it is simply too dangerous for slower builds.

Three possible ideas for Breach:
A delay, or slow-motion build up (i.e. stretch the first second into 2 seconds).
Start mobs further away; just a few meters would work.
Lower the base mob density, with mods to increase/decrease.

Of course, Uber L33t players with their screen-blasting builds would complain about any one of those suggestions slowing down their Epik Runz to an unbearable crawl.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
BlastYa#4875 เขียน:

That being said, i dont mind ignoring one part of the game if that part please people as it is. It is what i'm doing now, i do the map but i dont activate the breach.
Maybe one day i'll get more DPS to do them on another build.

But i do believe it could be nice to have them checked by the devs so everyone can interact with them.

yeah, i wouldn't mind if you could 'disable' breaches from maps (stopping them from spawning) via atlas tree for some minor bonus- poe1 has this blocking option. i just don't enjoy skipping things in maps, i usually do almost full clears (20mobs or less left)

"
Johnny_Hotbody#4829 เขียน:

Fortunately, and maybe this helps your case maybe it doesn't, I can preload the combo before starting


indeed some builds can pre-load, or even use pre existing packs to maintain the combo chain if the spawn allows for it (my corpsewade did that, RIP smelly boots), but some builds just can't deal with the rush. like my balista totems have a delay of only a sec or two from locking targets to hitting them and even more delay if you need to proc things (my merc procs the bone explosions on pinned targets for clear) so he is pretty much DOA here.

"
WhiteBoy#6717 เขียน:

Three possible ideas for Breach:
A delay, or slow-motion build up (i.e. stretch the first second into 2 seconds).
Start mobs further away; just a few meters would work.
Lower the base mob density, with mods to increase/decrease.

Of course, Uber L33t players with their screen-blasting builds would complain about any one of those suggestions slowing down their Epik Runz to an unbearable crawl.


lol my suggestions would prob be met with resistance as well. maybe add a reversal of w/e would be implemented into one of those breach altas passives. obviously as an addition and not substitution, we cant have the god gamers missing on any perks here.
Trying to make an unleash-based Chronomancer work.

I really couldn't even start delirium/breach without dying immediately until recently when I started being able to easily clear tier 6 waystones.

And this week I have managed to acquire Time Stop, which does help a bit during the beginning of breach.

I no longer die to delirium/breaches except in unlucky situations.

HOWEVER, I don't think I'll ever have enough clear to be able to get much value from them. Usually delirium means I'll get two low-tier emotions and a couple of splinters. Breach ends way too fast so it's usually just 2 or 3 splinters and nothing else.
something that I find hard to balance and understand is how poe2 can have its own identity as a slow paced arpg, with poe 1 zoom-zoom stuff.

I think it's the lack of defense layers with it not being completed...
But I might be wrong about that.

But I really think about the first frase a lot...

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