Early unstable Breaches feel bad
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I can only get to 30-40% before they collapse and then I only get scraps and it feels like a fail state. Old breaches, even in early campaign were a lot more forgiving. It often feels like even if I had a s screens/sec build there wouldn't be enough monsters to keep going unless you somehow could kill everything on the expanding border in all directions at the same time.
Please do some scaling. The other problem is that it's already feeling like this is an anti melee league and without Atlas tree nodes to choose to go for slower mechanics I should probably reroll. :/ Everything is too fast, I'm getting old. *yells at clouds* ... is not a troll ขุดครั้งสุดท้าย เมื่อ 3 พ.ย. 2025 03:36:10
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I dont think you're meant to be able to stabilize them early on.
I'm using KB (of clustering) and was near into maps before I stabilized my first one. Even now I only ever manage it on the open layouts (dunes, canyon etc). If you're running like zerker/earthshatter you'll probably be able to stabilize them when you hit maps ... on the open layouts. |
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Well, we don't have the breach changes from hotfix 6 yet but since I progressed in the campaign, it got a lot better with the growing monster density. Got close to stabilizing as early as Act 7. In hindsight and with their official statement that we aren't supposed to stabilize early, they wouldn't have to be slower by that much. What would be nice is having Ailith there on our first unstable ones and having voice lines explaining what is going on and that it's fine if we can't stabilize them yet and that we will get better.
To be honest, I'm still in the dark about how some of the details work. What's the purple dots on the ground, what does it actually mean to have a breach stabilized? No need to answer here, I'll try and read up on that or watch some video tutorials if they exist already. ... is not a troll
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