Does the combat system work as intended?
I feel like in the fights of No Rest for The Wicked, you’re almost forced to take damage; you simply can’t avoid all damage, especially when facing multiple enemies at the same time.
if your players feel like they have to take damage no matter what they do, they’ll put more skill points into health, stamina, and equipment load to be able to fight multiple enemies while taking damage.
My first weapon was the first gauntlets I could buy, and I had to put two skill points into dexterity to do one point more damage, which doesn’t feel good and makes you even more likely to put points into health, stamina, or equipment load.
Bosses work differently, though. You can avoid all damage if you try hard, but you suddenly have to do damage because the bosses have so much health.
So, as you play through the game, you get the feeling that you shouldn’t rely on your damage. Try to mitigate damage with heavy armor and more health, and trade damage with your enemies because you’ll take damage anyway. Until you get to the boss, then the game suddenly says, “Just avoid the boss’s attacks and do as much damage as possible yourself,” which you can’t do because your skill points are invested in health, stamina, and equipment load.
Now the only option is to nerf the boss because players are getting stuck here, but for anyone who spent their skill points to do more damage, the boss is now too easy.
I know you want to tackle this with the soft class system, but please be careful not to simply force your players to stand close to the enemy with gauntlets and short range to fight in the worst armor in the game without giving them the opportunity to avoid damage.
I hope you can understand this. I had to use Google Translate.
Good luck