8 Community Suggestions

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 :wink:

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!

3 Likes

We really need this and more off-hand items and weapons.

1 Like

i feel that chests do not need to have guaranteed rewards or else it becomes a necessity. tho i feel that chest rewards need to feel actually rewarding. i climbed and jumped over a couple of hurdles to find a secret chest just for some scrap? lame.

The proper wording should be “perfect parry” system. i’m not too opposed to it, but i prefer it if all parriable attacks come with a shine/effect/tell that is consistent thru out the game where the timing to parry is consistent with this tell whenever and wherever you see it. godfall (game) does this. i dont need to learn 1000 different attacks and 1000 different timings nor figure out if an attack is parriable. i see the tell, i know my options.

I want this, but i dont want it tied to the crucible. to me crucible should be considered a challenge. imagine a new player comes into the game. doesnt know what he wants. dumps a few points here n there. turns out he messed up his build. he’s weak and some of his stats give him LITERALLY NOTHING. so what options does he have? restart a new character or play unhealthy amount of hours trying to complete the crucible (which is NOT EASY) using a weak build. the player would also resent that they cant just jump in the game and explore the game for themselves and feel that they’re being punished for not watching YT tutorials.

one way of doing this is by having an NPC provide the service in town. it costs money. simple as that. BUT the cost goes up with your level at a sharp incline. also once you hit maybe level 20, you can no longer respec via this NPC.

+1

lifesteal is simply too powerful. the real solution is to nerf lifesteal. make lifesteal heal over time rather than be instant.

the real problem is not ice infusion. the real problem is that players that can do so much damage that the bosses are frozen in 1-2 hits. this also applies to all damage in general. if a build is optimal, they should be able to deal 10% of a bosses life in a hit. but currently a lot of fully optimized players can do much more than that.

alternatively bosses could be given more resistance against freeze and can gain build resistance (more resistant to freeze after the first freeze ended)

being able to cancel out of attack animations should be by default for ALL weapons. but i do agree that 2 handers are missing out on versatility. i m not sure how the devs balanced 2hander mods. perhaps 2handers have higher base damage? i m not sure. for other games, 2handers typically get higher mod rolls to compensate, similarly, their enchantment bonuses are higher. but if the devs gave significantly high enough base damage on the weapon, i think its fine.

Hello Exsea,

First of all, I see that the disagreement stems from some details, and I’d like to clarify them.

Regarding the first point, which talks about chests, items, and unique challenges, the suggestion is not that chests should be designed with one-to-one exclusive items. In short, the point being made is: 1. Chests are not very rewarding and 2. Unique challenges and rewards are non-existent.

As for the re-spec, I believe we are in full agreement. There are two clear proposals here: 1. Indicate where it is located or 2. Place the re-spec directly in the Crucible without requiring prior unlocking. I’ll include a link to a post I made on this for more details.

Of course, life leech needs to be nerfed—it’s overwhelming and omnipresent. My proposal to include it as an Infusion rather than a gem is precisely to reduce that omnipresence. If it becomes an infusion, players who want to use it would have to give up other options. It stops being a free effect and instead requires a trade-off. To put it clearly, it becomes a niche effect rather than a feature present in every character.

Regarding two-handed weapons, I prefer tactical options that differentiate their combat style from one-handed weapons. It’s common for two-handed weapons to simply be slower, higher-damage versions of one-handers. Both qualities can coexist and help further distinguish two-handers from other weapon types

I hope I’ve clarified the points a bit better :thinking:

i think more offhand weapons have been confirmed, also that u can attack with torches.
see: Updates and discussions from the official Discord - #226 by Chemile0n

also, respec might become obsolete once we have the new system replacing the current attribute system.

i am fully onboard with changing parry tho. i also would like to link this: Improving parring and adding finishers

and yes, the current buff percentages are kind of ridiculous, you can stack them up to >100% focus gain or dmg. should be considered. yeah +20% sounds nice, but lower percentages would def. be less broken.

also: thanks for putting this together! <3

edit: can you maybe add this to the list: General UI QOL items - lock items, buy back and compare
a much needed feature!

we are in agreement

elemental infusions are practically a choice. do you want x element and x ailment? it doesnt take away how strong leech is. in fact it may create a new meta where players would feel inclined to use all use blood infuse and disregard all other infusions.

despite that draw back it still is really strong. it also would require reworking various other items that have build in leech, such as corpse blade.

thus, the best way is to simply nerf/rework how leech works. reduce the amount of leech and/or make the leech staggered over time. many other games opt for staggering leech over time, as it prevents players from simply trading hits refilling their entire health pool if their dps is high enough.

simply forcing players to give up infusions for this ability simply isnt enough. it does not solve the part where players can ignore deliberate playstyles and instead go full dps, just spamming damage, healing all damage instantly.

with staggered leech you still get full benefit of leeching albeit the players are forced to play safe as they still need time for the leech to recover their health.

if a slow 2 hander weapon can be animation cancelled, why cant a light and agile 1 hander not have animation canceling? slow 2 handers have more inertia so its logically even harder to stop once a swing is set in motion.

i myself am a 2hander enjoyer. i see no reason why animation cancelling shouldnt be a thing for all weapon types. its either all of them have it or dont.

i will also point out that the power of 2handers are huge ass single hits. this game seems to do that well enough. wouldnt mind if we got more tho

On the topic of rewards from chests. I think that everything is fine with the reward from chests, spheres for enchantments often fall out of large chests, which is the main place for their extraction. Also, from chests there is a chance to get a blueprint for creating armor and weapons, which is also more than a worthy reward for the efforts in finding chests.On the topic of a guaranteed rare reward, it is also in the game in the crucible or during the plague epidemic. We choose what we need at the moment and farm. I think that we should not turn the game into a huge dump of chests, there are already enough of them. The only thing I can suggest about chests is that there should be a chance to dig up a chest during excavations, that would be cool.I also don’t understand why many people are not happy with parrying. The sounds of the parry signal are also not needed, since there are already sounds that accompany attacks and you can use them to navigate in order to parry at the right moment. The game offers us to figure out for ourselves when and how to parry based on our own experience in the game and whether it is worth parrying at all when it is easier to dodge an attack.

While embers are a valuable item, they are not enough to create excitement when opening a chest. The proposal isn’t about adding more chests, but about making the chest a rewarding experience. All those guaranteed rare rewards are part of the end game (which is fine), but the issue is that throughout exploration and the main story, you won’t find an area with a unique enemy or a special chest. There’s no question like “What surprise awaits me at the end of this path?”, you already know the answer: chests with content identical to all the previous ones and the usual area enemies.

As for the parry, I believe the proposal made by the community is more appealing than the current one, which is why it’s on the list.