Changes I and Many Players Would Like To See In No Rest For The Wicked!

First of all great video, lot’s of really good ideas!

Here are some of my thoughts on the topics you mentioned. Long-post so apologies in advance :joy:

Rune Clarity
I agree with you on the rune not giving us enough information when hovered over. It would be nice if the tooltip would lock after X amount of seconds and then we can click on the Name of the Rune to get a link to like an encyclopedia and it shows the Rune in action and it’s associated costs.

We should then be able to make a more informed decision about whether we would want to use the rune or not.

Stat Clarity
Agreed, it would be nice if next to armor or poise there would an indicator or small tooltip telling us what it does/scales.

Crafting
In your video you stated: ‘‘I would like to have the ability to make perfect items’’. I 100% agree with this, there is too much randomness to enchanting and upgrading gear. We need more freedom overall in upgrading our equipment.

Nothing I hate more is when you finally get an insane enchantment roll on an item and you roll +4% extra Heat damage :joy:

To this I think it would be good if enchanting has 2 options that work side by side.

  • Randomization

  • Customization

Randomization for rolling random enchantments that we might not get through Custom enchants. Then allow for us to reroll specific affixes or the value of the affix, Customization.

In a lot of other topics there was a lot of discussion about how enchanting can be expended upon my Conditional Affixes based upon Gameplay Styles.

Example: Deal X% more damage against burning enemies.

This way we can also more customize our equipment with our affixes to further our gameplay ideas/roleplay fantasies.

Enchantment and Crafting should have the same Maximum Freedom like their Softclass System

Enablers

I think a good way to do this could be to do away with the current plague ichor inventory expansion system and replace it with a feat selection system similar to D&D; but then do away with stat requirements.

It should further enable both playstyle and roleplaying fantasy. If I want to play as a paladin I should be able to pick feats that further this idea. Now, multiple people can have multiple interpretations of what a paladin is and plays. Players should be able to freely define this through feat selection. One might prefer 2-Handed weapons the other shields.

Example:

Weapon Specialization: learn and master one type of weapon.

Weapons of the chosen type:

  • Deal X% more damage.

  • Have X% more attack speed.

  • Have X% reduced stamina cost.

Weapon types would then be like: Halberd, Bow, Great sword, Dual-Daggers etc.

Other options could then be greyed out, so there is a sense of commitment. And maybe a cap, since you can permafarm ichors, currently.

Crucible

I love your idea of having different embers!

I agree on mob placement as well, some of them stand to close to edges and can push you off easily. And if you then fall off and live, they will huddle together on the edge attacking you the second you jump over again. Or if you climb to an area they will hit you whilst climbing.

Multiplayer

I won’t touch upon this as I intend to play solo.

Again great video!

1 Like

Thanks for the kind words about the video and i agree with everything mentioned here. I’m glad you expanded 0n those points.

Clarity is a big one right now. i have a great idea of what things do but this defiently needs to be explainied.

also a big fan of your solution for the enablers.

Thanks for sharing your feedback this helps the dev team i’m sure!

1 Like

Clarity should be the #1 issue in my opinion, because having more clarity would also help us identify other things that need improvement, or help us detect bugs. We don’t know if something’s working as intended, unless we know what’s intended.

1 Like

Yes this is actually a really good point i didn’t think of. Clarity is #1 for sure