Quick New Breach Feedback, Opinion

I prefer "new breach" the keepers version over the old, I am hoping the 3.27 version remains in the game and the old version out. The big however is though that scarabs and league support needs to be added to the tree as I'm sure will if added to the core game.

Suggestion for new leagues or redesigned leagues such as keepers breach, in place of scarabs and atlas tree support, why not make a temporary league panel for testing grounds of scarabs/atlas tree design? E.g. a panel such as Sentinel panel could serve as means to test scarab/atlas interaction without physical adding in the objects or manipulating the tree. I feel that Sentinel was successful, Necropolis tree nodes were unsuccessful because they felt mandatory and pulled points away from the core gameplay, Keepers was partially successful but became stale due to lack of customizability.

Good day to all!
Last bumped on Feb 10, 2026, 5:11:58 AM
...and here we are still stuck with those stupid ghosts instead of axing them from the game and replacing them with sentinels.

Ghosts almost never work. Except when they do and create broken farms that have to be nerfed / hotfixed.

Sentinel is something that does the same thing (making monsters harder for a better reward), but it does it better in every possible way.

But ghosts have their atlas points and scarabs, whereas sentinels get a lousy 8% chance to apperar, with random properties you can't control at all.
yep redesign all the mechanics so the game becomes as lame as breach with walls and hive
GGG really fumbled with "selling" us the new breach. Beyond the obvious things like breach walls that really took a swing at players fun, they were, once again, too stingy with rewards to a point where dry league met a dry league mechanic.


While i don't mind fortress too much, the expand-collapse and npc-defense is way too unrewarding both on blood and overall loot to even bother.

People saying "but breach scarabs will fix this"... i dunno.. It doesn't track with how GGG runs the game lately. Inb4 scarabs will only push breach to barely viablitity and then we'll have 1-2d scarab that makes breach good, but way too difficult for non-mirror builds.

Foulborns are cool, but most of them arent worth even picking, while some are either okay, or straight out awesome.

Breach-ring and thus grasping mail crafting will go from 1 GM per 2 maps with old rings to 1 GM per 500+ maps... Or even 1000+. And while we'll get an option to aim which breach lord GM mods will belong to, the RNG will still be awful to play with.

What's definitely neccessary is: walls HAVE TO go. Base rewards HAVE TO go up, or the mechanic will simply die.
New models yes, new basic breach yes, defense breach no, hive breach sure BUT walls effing seriously ABSOLUTELY NO, pinnacle encounter as a scarab also very no, and bring back breachstones please. Also probably tune the foulborn stuff.

Kthx
They could just half-implement the new one and mix it with old breach. Only put in the hand breach encounters where you just kill mobs in circle to stabilize it, and it can still drop wombgifts and graftblood. No walls, pretty sure everyone is tired of spending like 1 full minute running around burning all the walls on the defend encounter just to make sure no waves get stuck behind them lol

That hand encounter could just replace the old breach, and still drop different splinters. And just scrap ailith defend and hive fortress encounters, hivebrain gland can just drop from the normal breach hand encounters so you can still unlock breachlord bloodline ascendancy.

And they could just bring back the breachstones and re-skin them with hive textures or something. That way people would get to run them for loot and exp leech groups again too.

Doing a mix of the best parts of the old and new breach would just be the best thing they could do.

Generating gear with high-tier affixes/fractured mods and ez 6-links was the most fun part of the genesis tree for me, so I hope that can stay in the game somehow. It definitely makes buying your first 6-link on leaguestart way cheaper, they were 10c instead of 30c in keepers lmfao

And who doesn't love a nice gamba with Ancient/Lavish wombgifts. Always that chance of +20 divs or random megablood/headhunter dropping.
Lifelong NEET, loud and proud about it.
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Toforto#2372 wrote:
And they could just bring back the breachstones and re-skin them with hive textures or something. That way people would get to run them for loot and exp leech groups again too.


nah, breachstones are pretty boring compared to the new breach.
Aside leveling is already pretty easy even without breachstones.

Flames and madness. I'm so glad I didn't miss the fun.
1) walls are TERRIBLE

2) for real, TERRIBLE

3) Hive encounters are cool (but why 'hive bosses' fragment cannot go into empty slot in currency tab?)

4) walls are TERRRRIBLE

5) grafts, esp the single target ones, make alt-leveling super easy. any character, no matter how bad can 3tap any campaign boss if level appropriate 'to dust' is equipped (+ vulnerability)

6) it is good it isnt forced (excluding walls, that are terrible) so you can run past them (and buy lvl appropriate grafts for 1c every few levels)

7) foulborn uniques are a very mixed bag - on one hand we have the most obscenely broken item (fb HOWA) elevating the 'stacking' disease to new levels. on the other hand - remaining 300 are useless. not worthless - useless. GGG specialises in mass production of variants (prophecy, replica, foulborn) - with most of them being complete flops (again - not monetary, but utility wise). that time spent on them and their further maintenance (because you do that, right? lol) could have been better spent elsewhere

8) extra currencies - POE2. extra currencies should not be used to fix holes in the crafting system. just fix the system itself. like affix pool dillution, too many tiers, crazy weird ilvl limits that follow no rules, each affix has its own set of requirements etc etc.

9) expanding breach is cool, builds with bad clear however are shafted as always. my phrecia build can clear two hive lanes with one hit, so breaches are free for me, but people playing something less obscene might struggle

10) the tree. one one hand - getting 110% av/ar fracture on ilvl 86 conq.lamelar on first try felt great. on the other hand - filtering out ALL rare gear in a loot based game feels like sh.



keep:
- some foulborn uniques (turn them into replicas to not create 'yet another system')
- brach ring bases (if possible: as ONE ring base, use blessed orbs to reroll the implicit)
- hive encounter (merge two into one, you fight the duo AND waves - duo cannot damage Ailith) as a map item

ditch the rest (yes, including tree)
Foulborn unique doesn't necessarily mean "better".
It means "different".

For example notable skill oriented Unnatural Instinct is good foulborn.
It's the same type of item, but does something differnet.
Is it better? Depends where you socket it.

And just because an unique is 1c doesn't mean it's bad. It's propably because it's very common (T5, T4) and in juiced maps uniques drop in dozens if not hundreds every map done. Play SSF and you'll appreciate uniques not basing on their trade-value, but rather on their usefulness on your character.
please, read what i wrote and maybe edit your post to not look like you did reply after reading just first paragraph.

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