Hi everyone,
After playing and being here on this forum with you, I’d like to share the 8 suggestions that, in my opinion, would make No Rest for the Wicked a better video game. Most of these have been taken directly from the forum and in some cases I’ll include a link to the original topic. I invite you to share your suggestions to include in the list, here we go!:
Chests, items and unique challenges:
One of the most frequently pointed out issues in NRFTW is its overwhelming RNG. There are no chests with guaranteed and exciting rewards, no mini-bosses or deliberately placed challenges that, when defeated, grant a unique item. Maps are filled with underwhelming chests, and obtaining gear mostly depends on killing common enemies in any given area.
Dynamic Parry:
This post is well-loved by the community and for good reason. It proposes a parry system with different effects depending on the player’s precision.
Link here: Suggestion: More dynamic parrying through different parry types
Stacking Buffs and Percentages:
The stacking of effects and high percentages is a problem. This becomes obvious when looking at both enchantments and rings. For example, stacking percentage-based damage boosts—such as +30% rune damage—sends the numbers skyrocketing. Then you throw in another ring that adds +20% overall damage, and with just two pieces of gear, your damage increases by an incredible 50%. With enchantments, the scaling goes even further. The higher these percentages get, the harder it is to balance both enemies and players. This leads us to one of the hottest issues in the community: some players have weak builds and can’t progress, while others with optimized builds only need to press one button to break the game.
Make Re-Spec Clearer or Available Early at the Crucible:
It’s easy to find players who want to try out 3 or 4 weapons in their first playthrough before deciding how they want to play NRFTW. The problem is, if they do this without knowing how to unlock re-spec, their stat distribution becomes a burden. The first contact with this game punishes weapon experimentation and forces you to stick with the starter sword and shield or the first random weapon you get through RNG. Either that, or you hold off on spending stat points until you have a better idea of your preferred combat style!
Link here: Suggestions about re-spec to avoid confusion on the first players run
Effective Range:
In my opinion, the best idea for balancing bows and potentially similar future weapons. This system discourages abuse of max-range attacks and rewards players who learn to manage optimal distance. The original post isn’t fully fleshed out, but the suggestion is a solid one.
Link here: I have the solution for fixing bows. (and potentially casters)
Infusions:
This ties into a broader issue, but it’s particularly noticeable here. We lack descriptions and tutorials! Players have no clear information about the effects of infusions.
Bonus – Blood Infusion: The overpowering lifesteal (this need a nerf) in player builds is overwhelming. Making it an infusion rather than a gem would force players to choose between lifesteal and other available infusions. It also opens the door to unique enchantments tied to this aura.
Bonus 2 – Nerf Ice Infusion: Freezing on bosses is outrageous. Instead, when applied to a boss, it could slow down all of their actions for the duration of the effect. That, or significantly increase the number of hits required to freeze a boss.
More Tactical Two-Handed Weapons:
A unique feature like the ability to cancel their charged attacks would give two-handed weapons a distinct combat identity and a tactical edge. It could also fairly compensate for losing enchantments, runes, and an extra gem slot by giving up a secondary hand
Daggers as Off-Hand Weapons:
A recent post suggests this addition and without a doubt, it would be a great addition.
Link here: Off-hand Dagger Proposal
That’s all for now.
And apologies for any great suggestions I didn’t include—
See you next time!