Does the combat system work as intended

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

The reason it takes two points of dexterity to increase damage for your gauntlets compared to most other weapons is because it’s a dual wield weapon, so most of your attacks are going to hit multiple times. It wouldn’t be fair to scale it similar to one handed or two handed weapons.

It’s likely you will take damage when there are multiple enemies unless you space them out well. There’s no issue with this, you either invest in light armor and play to avoid them as much as possible, or invest in heavy armor to mitigate damage (while still avoiding as much as possible)

You can invest into health stamina until you feel comfortable and then put the rest into your damage skills. I leveled this way, I didn’t see any issue.

1 Like

I don’t see it as a huge mistake. I just wanted to say why, in my opinion, so many players are tempted to invest their skill points too defensively.

I have 200 hours in the game and got through it with my gauntlets without any major problems.

And Moon Studios has the numbers. Thomas Mahler said that too many players fail to distribute their skill points properly, and almost no one plays in cloth armor, and I think that’s the reason.

And I think many players play with large weapons or ranged runes because spacing is perhaps too strong, but even there, I’m just guessing; I don’t have any numbers.

Played as a Monk last time:
Point Invest:

Hitpoins: 30
Dextery(DMG): 44
Stamina: 10
Equip Load: 3

Light roll with Cloth. Boss fights and single enemies are okay but some crucible composition are ugly. But i have alot room for better equip so i see light.

I don’t know how much experience you have in these games, but new players who still need to learn individual enemy attacks will still have to deal with multiple enemies at once early on (that’s fine), but forcing them to do it in cloth armor will mean they take more damage, so they have to heal more often, then they run out of food, and in the worst case scenario, they’ll get stuck and go on Steam and give the game a bad review. I just want to say, be careful, Moon Studios.

First boss no damage:

Once you master a playstyle, you can somewhat easily beat enemies without taking damage

1 Like

I know Warrick is easy, but the bosses in the game have been nerfed multiple times, even because, according to Moon Studios, players got stuck on him and others. Also according to Moon, because they weren’t skilling properly or too defensively. I think that new players without experience don’t necessarily get a no-hit run right away, especially against multiple enemies at once, which can then lead to them distributing their points more heavily into defensive skills.

Yeah but like you said, to much defense and you are more a chef and eat more time than than fighting.
But i think thats means the player need a choice to change weapons when he see thats hes not good enough.
After my initial fists the next pure Dex Wepon like Spear or rapier dropped around 10 level later.

Maybe give the sea fortress a weapon chamber and players the chance to switch weapons faster

Yes, of course, being stuck on one weapon and not being at the point where you can reskill feels bad.

It is a mistake to not invest into damage in this game. Attribute damage scaling is high and having higher damage means you need fewer interactions to finish a fight which makes everything easier.

Gauntlets are not very effective in their current state, and the reason you may feel like you “can’t avoid damage” while using them is because they will not flinch/interrupt anything on hit. Unless you are using the charged punch which is only available on 2 of the Gauntlets in the game. When groups of fast or ranged enemies are not being interrupted on hit it becomes unreasonably difficult to fight with normal attacks without taking damage, which is why the game feels like it is pushing you to rely on parries, backstabs and rune attacks when playing Gauntlets.

Some Gauntlet rune attacks are very good, so you should aim to get a copy of Buster Rift on your gauntlets and then look at ways to generate more focus. Leaning on Buster Rift for damage is the most effective way to play the weapon.

Just to clarify, I personally have no problems completing the game with gauntlets and light armor. As I said, I have over 200 hours in the game.

I’m referring more to new players who might feel like they can’t prevent damage and are therefore tempted to skill defensively. (I only believe that, but I don’t know.)

And yes, I agree with you. Not being able to interrupt enemies, or only interrupting them with difficulty, is a problem, especially when you’re stuck in a long animation and have to be close to the enemy.

I myself played as a close combat monk, so no long-range rune attacks (that were possible, too), but yes, large weapons with long range (which do more damage in one hit and interrupt enemies and also cause more stagger damage) or powerful long-range rune attacks are meta at the moment. (At least that’s how I feel)