Breach Patch 1 Sneak Preview

I like the idea of fast travel, it doesn’t stop people from exploring if they want to. But it does give me a way to get around if I need to. Love the realm tiers idea. I like the proposed changes.

Feels super solid.

Realm Tiers seems good as long as you scare rewards I think. More dangerous tiers for more rewards. Honestly it kinda already exists with Pestilence and if it’s just more in line with that i am super down.

Utility runes seems like a great QOL change and I am here for it.

Fast travel seemed neat initially but the argument people make that it will further distort new player experience in negative ways (less travel less resources collected, less exp new players complaining about game too difficult) is convincing to me and the realms ARE rather small right now. Perhaps not a good idea. Perhaps make it contingent on some rare resource?

Gem extraction it’s a great QOL and i see no downsides

Ledge Protection for Rune Attacks Another fantastic QOL. A good addition in the same vein would be to have more obvious presentation of when a character is in Run mode vs the Walk mode indication, may be a make it a more visuallydistinct posture or stance for the two modes. There is a significant ammout of times i have accidentally jumped into the void when I ment to only traverse one level down.

Fall Damage Tweaks excellent, fantastic, amasing.

Ranged Gameplay Pass Yes please. I really want to play a mage or archer build without some really cheesy item combos. Having your paper thin mage or archer having to engage in melee to get focus is a very awkward loop so any other idea of making it work sounds fantastic. I’d love for more playstyles to be open.

Input Delay Fixes I am not sure I am even understanding which part of this is intended gameplay experience. Some players postulate that he way input queuing works is intended? Some of it is intended? One of those input delay problems seems to present as such: if I press a bunch of inputs while an attack animation is playing out they all queue up and execute after that animation leading to things like rolling 3-4 times and running out of stamina because I pressed dodge several times while my character was executing another animation. I think it also happpens with runes too but its hard to tell in the heat of battle. In genenral control sometimes seem to start feeling very sluggish and almost laggy. Also you can seemingly never cancel out of any animation. This certainly seems intentional.

Parry Feedback Improvements I don’t use parry much because the attacks i’d wanna parry most are the big tree smack type ones that that take away 50% to 70% of hp or knock me down (and that usually means death with amount of time it takes to get up). The problem with that is that screwing up on even 1 of those attack parryies is fight losing and in the end half the time i am not even sure which one of them are parryable because how rarely i attempt it due to risk. Perhaps make parryable attacks create some sort of universal indicator like quick shiny blip on top of attackers weapon during the parryable window of time?

Loot That Matches the Challenge Yes absolutely. That sounds fantastic. More unique and awesome loot. Make NPCs reconginise particularly unique or cool pieces too. If i show to Cpt-whats-his-face with full sacrament knight get up let him acknowledge it instead of telling me to trade it up for a uniform. If i roll into Scrament with Darak’s gear let them wonder how i defeated the challenger or admire my achievement.

More Weekly Bounties & Challenges - Please make the rewards worthwhile. Blue items and stuff i can buy and blacksmith are not worthwhile rewards and is just sell junk. Give me recipies give me rare items. Or perhaps introduce a merchant relationship level and give relationship improvements as rewards.

Add an in game Rune testing. May be an encyclopedia. May bea way to demo runes in an arena before buying. Some sort of fighting range where you can test out the rune attack vs opoonenet perhaps. I got a lot of use out of a youtuber who had clips of him just using all the runes in their default weapons. Just short vids of the cerim using basic, charged, run attack, attack chain if any culminated by use of rune. small 30 second clips that made my choices so much more informed.

Allow to recycle items for recipes Kinda like what they do in CBP 2077. Once you find and item, if you disassemble it you get the blueprint to make it. Perhaps have it a priced service in NRFTW but honestly I can’t see why not.

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I just have to say that I think total fast travel is a huge mistake. Especially if you’re not fully sold. You can add features in, but you can’t take them away. If people get used to total fast travel, and then you take it away, that will be the mother of all review bombs.

Total fast travel works for linear games like Dark Souls 3 or Lies of P, or open world games like Elden Ring.

But for maps that smaller and more interconnected, where you’re supposed to go back to the same area multiple times, travel should matter. Look at metroidvanias like Nine Sols or Blasphemous. Look at Jedi: Fallen Order. They all have actual travel and they’re better for it.

So much of your map design goes out the window with total fast travel. Some little shortcuts will basically become something you say “oh, clever” to, and then never need to use again.

When I found the shortcut from the mariner’s keep elevator down through the sewer into the middle-bottom of the zone, after walking the long way around, my mind was blown. Now I’ll just teleport down there? It’s not good.

Also if people can just teleport around, farming will feel even worse. Now they won’t be naturally walking by stuff, so they’ll need to do dedicated mass gathering runs more often instead of just picking stuff up as you go. I promise you that will feel worse.

But again, the main issue is that once you implement it, it’s permanent. You may think it’s a temporary band-aid fix until later, but that’s not how this works. People will get used to it and then absolutely melt down when it’s taken away.

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I personally didn’t mind the original teleporting mechanic. But if they are going to go full fast travel I really like this idea of having cooldowns on non-last whisper tps (I suppose the in between teleported whisper would have to be disabled when you arrive for some cooldown too, so that it doesn’t become the Last Whiper)

Made an account here just to vote no on full fast travel, the exploration and learning how to navigate the zones was one of the best things in wicked. Unlimited anywhere fast travel is a bad move.

a teleport to the start point of each of the 4 zones would have been a better place to start.

Love the game but I need to add my voice that this is a bad change

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Hello everyone,

I celebrate this news. It’s clear that community feedback is being reviewed, and that’s something to appreciate. That said, I’d like to comment on some of the changes presented. The goal is to enrich the discussion with ideas that have already been shared in these forums and, in my view, are good ones. Let’s begin:

Difficulty Options:

Without a doubt, this is the most controversial idea. It’s a feature that has been both strongly requested and heavily opposed. Those in favor usually present two main arguments:

  1. To make the game more accessible for players who aren’t as skilled in this type of game.
  2. To allow both hardcore and casual players to experience the game in the way that suits them best.

On the other hand, those who oppose implementing this feature in NRFTW usually argue the following:

  1. A unified difficulty reflects a balanced game that is consistent with its own identity.
  2. When different players talk about the game, they do so with a shared foundation. The idea is simple: if a movie could be adjusted for each viewer, two people with different modifiers would essentially be watching objectively different films.

Ultimately, I’d say the question behind any difficulty system in a video game is this:
Is difficulty (or ease in games designed for younger audiences) a core part of the experience, or is it a flexible one?

For my part, I’d just add that difficulty settings aren’t the only tool to ease the first steps into a game.

Native Utility Runes:

I’ll say just one thing—great decision.

Free Fast Travel Between Whispers:

Was it necessary to reduce pointless walking? Yes. However, I believe the community is offering a more elegant solution than covering the map with teleport points: enable a single Whisper per region as a fast travel point. I hope the team listens to the community on this one.

Ranged Gameplay Pass:

It was a shame that the game couldn’t deliver on such an iconic and beloved playstyle like the archer. On this topic, I’d like to point out a phenomenal forum post that presents a ranged attack system based on effective range:
https://forum.norestforthewicked.com/t/i-have-the-solution-for-fixing-bows-and-potentially-casters

Parry Feedback Improvements:

This was an open secret, and I’m glad to see it addressed. In this case, I’d like to share another post that proposes a deep and dynamic parry system:
https://forum.norestforthewicked.com/t/suggestion-more-dynamic-parrying-through-different-parry-types/

Missing Tutorials:

This is undoubtedly one of the game’s major shortcomings. If NRFTW feels punishing to new players, it’s mostly due to its lack of guidance and absence of crucial references needed to progress and build a competent character.

Please—a tutorial on Fallen Ember and early access to the Re-spec system with their tutorial are absolutely essential! This is something the community has pointed out repeatedly. The game isn’t unfriendly because of its difficulty per se, but because it fails to provide the right tools to prevent new players from getting stuck with a poorly built character.

That’s all. I hope this helps.

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I’m pretty new to the forums so I completely missed this!

All of this sounds great with the exception of 2 things I have reservations about:

Fast travel - if you want to open up travel to 1 middle point whisper after killing the area boss I think this would be fine.

Difficulty levels - if you give increased rewards for harder difficulties this is OK.

Everything is fine how you outlined of course but that’s my 2 cents on them.

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Weapon upgrading materials need a rebalance, is this getting any attention?
right now the max gear level is 16, I believe you only get them in the crucible, if you’re getting gears outside, it’s mostly level 12 or lower, and because leveling requires many rare items these gears are inferior with no way of improving them.

Yes this! I want 1H weapons to be freely equitable in either hand.

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Single whisper per region for fast travel makes sense to me. Or just some more shortcuts to unlock, potentially. Some areas just take a little too long to run to and from, IMO (Sacrament to Marin, for example - especially if the blights have respawned).

What happens to the gem when it’s extracted? Is it a money cost + the gem is destroyed, but the slot is re-opened? Or money + the gem is recovered (meaning if you re-socket it, it would re-roll the values)?

Basic ranged attacks using stamina again is a nice change, thank you for adding it. Do enemies already react more aggressively to being attacked at range and close the gap? If they do, that seems like an ok way to mitigate players just slowly poking enemies to death from range.

Maxed plague will get you plenty of direct level 16 drops in areas where it caps at level 30 (so currently Meadows and Marin). Other than that you can upgrade gear to 16 at the ichor guy.

Summary of some arguments against and for:

-Many people is against unlimited fast travel in the entire gameplay: they say it isn’t necessary, good shortcuts and small maps, contribute to the story and characters development, enjoyment of traveling across the map, LIVE system of NRFTW, to avoid a mindless and fast paced style of others ARPGs, new players will have no incentive to explore the map shortcuts and old players would feel the shortcuts as a joke, it’s part of the gameplay experience.
-LIVE system isn’t fully implemented yet as intended, so we don’t know how it could feel in the full game. Atm if fast unlimited travel gets implemented it could be reverted to the original system after 1.0 and that would backlash against devs.

-People that support fast travel say they shouldn’t be forced into a differentt “play-style”, so if other people don’t want to do it they just should avoid that even if implemented.
-But there is a contra-argument: “Gamers love to optimize, and will always pick the most efficient solution, even if that solution removes fun. Its up to game designers to prevent this from happening”. So walking is part of the gameplay, closer to stranding games. But for other people walking isn’t fun after a while.

-Some people agree to allow fast travel but in late-game: it gets boring to traverse the map, the value of the map gets lost after playing it for a long time, there are no more incentives like story or characters, the gameplay gets repetitive and walking distances makes it worst, it adds overall frustration because respawn points and walking times. BUT some say it couldn’t be necessary if the map really changes and different things happen on each exploration. Some say it could be grinded and should be expensive (Plague Ichor, destructible runes, etc). Also it could inflict some sort of punishment (less exp, gold, etc.).

-A general consensus gravitates towards better respawn points and fast travel but ONLY inside the main cities, and NO unlimited fast travel during early-game. So the majority of people supporting fast travel don’t want it to be implemented on early-game.

A middle point, limited fast travel:
-Fast travel but limited, only certain whispers by location, some sort of restrictions, cooldown between teleports outside of Sacrament, only allow between main cities or villages, only one main whisper per zone, temporal whisper points by crafting or runes.

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Super hyped for the patch! Every idea looks solid

Games with a Difficulty choice are BUILT with that in mind. Every mode is meant to cater (And yes, games CATER TO YOU the Player, they are more important than any ‘vision’ the director has, because without players wanting to play it, the Designer doesn’t have anything) to you and hopefully your preferred play-style.

No offense and I’m being honest and sincere here, but this is purely a ‘You’ problem. Pick a difficulty that suits you and ignore the rest. That’s how a game with Difficulty Sliders are meant to be played.

So worried about the unlimited fast travel. I hope we hear something soon walking it back. This wasn’t the issue to cave on

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If Mahler’s plan goes through, I think it will be an option for when they implement the ‘Make your own worlds’ thing. I think, or maybe, I HOPE it’ll be an option to turn on and off.

I am just speculating, though.

memory leak crash fix when?

We need a “test dummy that can display damage values,” when exploring our builds, we hope there is a dummy that allows us to test, rather than looking for an enemy to test!!!

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So true, I have actually tried attacking all the dummies in the town when I first saw them, and was surprised that they are placed there only for the story.

We need a “furniture recipe” for a training dummy to place in our houses.

Bro this sounds like a discussion board response that u use chatgpt for. bruhhhhh