My Feedback On Breach
During the Marching Fire Open Test, I've found little fault with Breach. Everything had its purpose. I really enjoyed the test and there were a few days where I would play all day and not get bored. This was because there were new maps and new characters to try out. I liked them all in the end, to my surprise, but I would say Jiang Jun and Tiandi are my favourites.
Minions / Pikemen
I have no issue with the minions and pikemen. I like the fact they are a threat as this adds to the realism of the game and force players to be smarter with their approach. The captains are both good for restoring health and being a presence in the numbers game. The archers actually have an impact as well.
Capture Points
This is one of the strategic aspects of the game. I like the fact that once they are taken, there is no getting them back which makes the defenders care more about defending. The attackers also care more about the points as a result.
The Ram & Gate
This is the core aspect of Breach. I like that there is only one banner to reinforce either the ram or the gate, which brings the strategic element to it. However, it does respawn which is good but my only issue is that when it respawns there was no indication on the radar, unlike the Technical Test. This forced me to check back every so often where my time could have been spent elsewhere.
Walking with the ram adds to the strategic aspect. Being next to it speeds it up. Clearing defending pikemen maintains the ram's progress otherwise, it stops. Also, archers are good for clearing enemy pikemen. However, I feel the ram does need a speed buff but there are various ways to do this:
- The more attacking players by the ram, the faster it goes.
- Banners providing both a speed and defensive buff.
- Killing guardians.
- Taking capture points increments the ram's speed.
The use of the cauldron is as one of the last lines of defense where it clears the attacking minions around the ram and even threatens the attacking players. However, it's good that the cauldron is getting an offensive buff. It would make a good tide turner.
The Guardian
I see this as more of a bonus element to the strategy of Breach, yet, a real game changer. The damage, defense, and speed buff is a great reward for how long you have to break away from the main fight. Things get even more interesting when members of both teams fight over him since it is about who gets the final blow. When playing on Walled City, I had no idea there were two guardians; a huge plot twist in my book. Correct me if I'm wrong but do Guardians respawn over time as well?
I would prefer it if guardians had a full moveset like the characters they resemble. Increasing their AI would also be a plus in my book. Overall, their tools are very limited and their behaviour is very repetitive. They are like fighting a 1980's boss where you have to remember the pattern and time your moves around it to win. Their design needs to improve a lot. Hopefully, the level 3 guardians will be full fighters.
The Ticket System and Respawn Timer
I feel the ticket system for the attackers is fair as this encourages them to be more resourceful and apply the strategic elements available. The only thing I would change for the attackers is to reduce the max respawn time for the attackers to 20 seconds. This is because they already have a limited number of respawns to win the battle which already encourages them to revive each other. The defenders, on the other hand, have an unlimited number of respawns so a harsher respawn time would be an appropriate motivation to revive their teammates, especially when the final gate has been breached. However, I would still recommend that the developers consider reducing the max respawn times for both sides since 30 seconds of inactivity/spectating if far too long for any player but the defenders can still have the longer respawn time. For example, 15 seconds max for the attackers and 20 seconds max for the defenders.
The Commander
While the Commander is a powerful character that can deal high damage blows that knock you down and can throw bombs, I have the following issues:
- I wish your team healing abilities made more of difference for the commanders.
- Terrible AI. Usually set to a level 1 bot. Anything less than level 3 is not really challenging. Same for the guardians. Only the numbers game makes taking on the Commanders challenging.
- Limited moveset. If I'm going face a giant Kensei, I want to deal with the tank version of his entire moveset. Hopefully, the level 3 versions will address this.
- All commanders have the huge tank design. While they are good in their own right, more variety wouldn't hurt. I was looking forward to more of a Test Your Metal design or Season 1 characters, before any nerfs, with extra buffs. Examples include the following:
- The Season 1 Conqueror had Superior Block with all of his blocks. He could floor his opponents with his Shield Bash while in revenge, and get a guaranteed attack from a Charging Shield Crush. Imagine if he had all of Season 1's and 7's perks; throw in a large health pool and that would make a great Commander.
- Season 1 Shugoki could floor his opponents with his Charge Of The Oni and get a guaranteed heavy.
- Gudmur was a buffed Warlord with a few extra tools and a huge health pool. Tozen and Apollyon were legit bosses.
- Many players still look forward to facing Daubeny on the battlefield. You have to make him the ultimate warden!
Final Thoughts
Despite a few issues, I had a great time during the Open Test. Now I'm really looking forward to the release of Marching Fire. I pre-ordered the expansion shortly after it became available to do so and I don't regret it. While the breach matches are long, it doesn't drag as long your team doesn't quit. However, the ram's speed buff and the revised match rewards should address this issue regardless.
Many thanks to the developers for making a huge request a reality and their continuous hard work. Great job overall. Keep it up and thanks again!
Below is a video of me playing Breach with the Shugoki. Enjoy.
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