Remove timer from Breach and Delirium in 0.4
Breach and Delirium need to be rethought for the upcoming 0.4. Unlike Expedition or Ritual, these two timed mechanics have a problem with the game’s philosophy: either you kill fast, or you can’t complete them or get the most benefit. The most glaring case is with the Pinnacle bosses: you can’t finish Breach unless you have high enough DPS to clear your way to Xesht, and Delirium... the monster waves just pile up without the player knowing what’s going on.
I think both mechanics should embrace that “slower paced and meaningful combat” the game offers. Even though late endgame gets a bit crazy, a defensive build can beat all challenges—except in Breach or Delirium, where the priority is “do it fast and brainlessly” and specialize in damage. Delirium could be reworked into a mechanic without a timer: the mist wouldn’t disappear, but each time the Delirium counter goes up, encounters would become harder until the player decides to end the mist. Breach, on the other hand, could be different, though I’m not entirely sure how to approach it. In the end, the goal is to collect splinters through clasped hands. I guess it could work by setting up a few clasped hands and making tough encounters around them—but, without a timer. Dernière édition par Sulik7#2502, le 30 sept. 2025 à 10:38:28 Dernier bump le 30 sept. 2025 à 10:38:14
|
![]() |