Hello!
I spend a lot of time thinking about the game, which is for sure a good sign; however here’s yet another criticism/feedback about the base stats and gear and how I believe a change could help the game.
Issue
Right now the stat system is pretty straight forward, which is a good thing! However by the way that the game is played, there doesn’t seem to be much difference between builds. You’re basically confined to the weapon you choose which dictates which stats you focus on and don’t really add much more other than allowing you to pick a specific weapon + a little bit of damage.
In other words, your two handed swordsman plays exactly like every other two handed swordsman. The only difference will come from the other stats that actually sort-of would matter to you; being HP, Stamina, Focus, Equip Load. Equip Load being perhaps the most differentiating one because it affects how much weight you can carry.
I find this very constricting, especially when you layer on top that enchantments mostly play with these 4 stats and generally don’t add much gameplay difference.
The developers mention that they wanted to make a system that felt “classless” in order to allow more freedom, however I don’t think they’ve achieved this. Instead you have a game where the combat is too generic and there’s barely any player self-expression. I believe I have an Idea on how to boost this aspect of the game.
Proposal
First I think we should allow the player to equip and use any weapon in the game regardless of stats. Not only this will be good for players to be able to test out the move sets and find something they want to toy around with, but also it free’s up stats to do more interesting things other than being a stat check.
Next I think we could make it so the stats that are usually simply a weapon requirement to lean towards boosting other aspects of the game. I propose stats give you bonuses that affect different aspects of combat without affecting the damage output of a character nor show preference for a particular weapon.
Here’s an initial design draft:
STRENGTH
Increasing Strength gives you increased poised damage every time you swing further increasing it by 1.5x for charged attacks.
This makes the Strength stat be more focused around charged attacks, while also being better against higher poise enemies. At the same time, it allows for higher poise build up which is also beneficial for higher speed weapons. Already in this way you allow different choices of fighting while also boosting a specific area of combat. This would also be very fun for min/maxers that will figure out what’s the best amount of strength to have in order to be able to shove most enemies and so on.
Example: High Str on daggers makes the high speed attacks to build up more damage and knocking down opponents. Alternatively with Two Handed Hammer, a well placed charge attack might knock down an enemy or a clump of enemies.
DEXTERITY
Increases your attack speed.
Dexterity allows for any weapon to be swung faster, which means you get more poise build-up, damage and focus gain. Although this may seem pretty powerful, dexterity attack speed gain needs to be balanced carefully. Regardless, it would make for very fun builds and gameplay effects with enchantments, plus being great for hybrid builds or simply to boost those slower weapons into a more comfortable speed.
INTELLIGENCE
Intelligence increases your Focus gain.
No Rest for the Wicked does not have mana, instead Focus feels like the replacement for it. On top of it, it seems pretty logical that a more intelligent person can focus better. In terms of gameplay, it allows for a pretty flexible playstyle, no matter if you want to fight in melee or otherwise with an emphasis on being able to use up that focus quicker.
FAITH
Increasing Faith reduces the cost of Runes.
Faith could be the stat for players who would rather specialize on using rune abilities; whether they are melee, ranged or magic focused. It also seems logical to me that Runes and Faith would go hand in hand and it would be a pretty flexible stat.
This change would mean that the player is no longer the weapon it wields but how that weapon is supported by the stats the player has attributed to the character. “It’s not the weapon, it’s how you use it” which would support the idea of freedom of choosing your style without having a predetermined class.
It also has the side effect that enchantments and gear suddenly take a different meaning when considering your character’s playstyle layered with the weapon you chose and whatever RNG the game throws at you.
Obviously this system has some implications and there would need to be other changes that come with such a drastic change, however I think this allows for a lot more possibilities and since the game is so early in development, this is the right time to make a change like this.
I honestly think its a really good change, the more I think about it. But what do you think? Let me know!
Please consider giving me a Vote if you’d like this proposal to be heard!