Easier difficulty settings/assists

i like that you get focus from parries, yes, but i just want that juicy smacking sound and an option to not just spam a rune i can always spam but to do a unique move that rewards me for the parry like the backstab does. using tactics should always reward u in unique ways imo.

you should counter poise breaks and parries differently. for example make a poise broken enemy take more dmg from hits (i think thats a affix right now, not sure) and give me a riposte when parrying. i want that murderous sword through chest thrust and a different animation for different tactics used. that would make me use parries more.

Dear Development Team,

First and foremost, I want to thank you for the incredible work you’ve put into creating No Rest for the Wicked. The game is stunning, with impressive mechanical depth and a unique atmosphere. I truly enjoy the experience, but I would like to suggest an addition that could enhance the game for a wider audience – the introduction of an Easy Mode.

Advantages of an Easy Mode:

  1. Making the game more accessible to a broader audience – Not all players seek a high level of difficulty, yet they still want to enjoy the world, story, and unique gameplay. A lower difficulty option would allow casual and new players to experience the game without frustration.
  2. Better experience for players with disabilities – Players with motor, cognitive, or time constraints would have the opportunity to enjoy the game without feeling overwhelmed by its challenge.
  3. Enhancing immersion and narrative enjoyment – Many players love to explore rich worlds without being hindered by difficult combat. An Easy Mode would enable them to appreciate the story and stunning visual design without frustration.
  4. Keeping a larger player base engaged – Highly difficult games often lead some players to quit after repeated failures. Offering a lower difficulty option could help maintain a larger and more diverse community, ultimately benefiting the game’s long-term success.
  5. A stepping stone for players who want to improve gradually – New players could start on Easy Mode, gain confidence, develop their skills, and later transition to more challenging difficulty levels.

I believe many players would appreciate the ability to enjoy the game in their own way. Of course, the existing challenge would remain for those who seek it, but adding an Easy Mode could make No Rest for the Wicked a more inclusive and enjoyable experience for everyone.

Thank you for your time, and I hope you’ll consider this suggestion!

Best regards, asaf

hey there, i will move this over here: Easier difficulty settings/assists - #146 by Chemile0n

this is one of many threads about this topic, and thomas already shared his insight on the topic there (very top, 2nd post i believe)

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maybe you like hard games… i dont.

?Do you know what the developers think about adding an easy mode

2nd post is an answer from thomas( very top of this thread):

I think difficulty shouldn’t be a global thing players adjust, but be built directly into the game.

The start of the game should be approachable and then it should be up to players how / when they want to approach certain challenges.

Just keep giving us feedback when you get your hands on if something seems too crazy to you. Since Wicked is an RPG, you’ll always find ways to overcome any challenge by grinding a bit more, upgrading your gear, finding better gear or following some crazy build guide and becoming a bit OP, etc. :smiley:

So, in other words, they just don’t want to add an easy mode…
I tried. I really did. I was hoping they’d have a more open-minded approach, that maybe they’d consider players who struggle or just want to enjoy the game without endless frustration. But no. It’s like they’re outright saying: Either suffer or leave.

I don’t get why this is such a big deal. Why not give people more options? It’s not like they’re losing anything. Just another option in the menu that doesn’t hurt anyone. But no, they have to stick to their vision, even if it comes at the expense of players who love the game but simply can’t enjoy it at this difficulty level.

Disappointing.

i understand the frustration, but i can also see the devs point here. especially when u take into account that one day there will be multiplayer. how would u fit that with manual difficulty adjustment?

i don’t think its always a good thing to have those. and its also not just as easy as one might think like "just klick this button and all enemies have 10% less HP and deal 20% less dmg.

i am sure they have their reasons.

and i heard from quite a few people who were struggling at first, but then got into contact with the community, and people gladly help with sharing tips and tricks and builds etc. :slight_smile:

I completely understand why people struggle with the difficulty. Soulslike games are no longer a groundbreaking innovation. If you enjoy frustration or want to prove your skills by playing as a naked character who defeats the final boss with a stick without taking a hit, there are plenty of games out there for that. But at this point, it’s neither novel nor innovative.

Games should always offer a challenge and avoid falling into the overly formulaic, hand-holding design of modern Ubisoft titles. However, many gamers simply don’t have the time or interest to spend hours fine-tuning their loadout just to find a way to cheese a random boss—or to die a hundred times trying to defeat it.

Frankly, labeling a game as having “Soulslike” elements has become a major turn-off for many players. And then you always hear people say, “Just do this and that, and later the game becomes super easy.” But if that’s the case, what’s the point? Shouldn’t a game maintain a consistent challenge rather than fluctuating between frustration and triviality?

The “git gud” crowd always assumes that everyone enjoys brutally difficult boss battles—that the thrill of finally overcoming a boss after dying a hundred times is some kind of universal adrenaline rush. But that’s just not the case. For many players, it’s more like a colonoscopy—you dread it beforehand, struggle through it, and when it’s finally over, you don’t think, “Wow, that was awesome!” You just think, “Thank god that’s over.”

i was not talking about “git gud”, i was more referring to the dev teams statement that difficulty should not be a slider u adjust, but a balance that is build in in the world. hard enough to not be boring, but not so hard that there are no ways to overcome your current challenge.

i agree with that. and wicked is a lot less punishing than the “git gud” king dark souls. at max. u lose 3 coppers every 10 deaths or so to repair your gear.

and the community here is not just yelling at people to get some skill, we are really trying to help newcomers, and over at the discord we have had quite a few people new to NRFTW hopping in voice channels with “veterans”. don’t give up just yet, is all i am saying :slight_smile:

Yes soulslike combat is hard, but i dont think you would fail if you persevere, there are only a few monsters in soulsgames that can kill everything first try with the reflexes of a chipmunk.

I didnt like Dark Souls either, but i tried and now im hooked, i usually overlevel the game, try different tactics and memorize enemy attacks and boss paterns.

Sekiro i even watched youtube videos to pass bosses that were kicking my ass hehehe, i think thats why fromsoft doesnt put a easy mode, the git gud meme is about trying, dying and finally succeding, its very rewarding.

One year later i give the game a second chance, well, i still have no fun to get bullied by mods.
It seems that I’m not the only one, please devs try to have a thought about casual, unskilled players.
When I play a game, i expect to have a good time and I don’t feel comfortable about being punished, frustrated, in order to learn game mechanics nor i have the time, the will, to read or watch people telling me just do this or that to have a chance to make the game playable.

I had never played any soulike game before. I must admit that I feeled like you at start, but you can learn. That’s the point : learning a new game mechanics, understanding a new way of playing instead of always playing the same type of game system ever and ever again. That’s also the point in gaming.

of course if you have not : the time, the will to read or learn… then what can you do ?

I think that a difficulty slider is not as important as a really smooth balanced begining of the journey. Maybe the starting zone could be a little easier ?
Anyway you have still the possibility to create new worlds in order to farm easy enemies and farm coffers and stuff… It’s a farming game also, overlevel a little and suddenly everything become easier…

Difficulty slider on a soulsgame that will have coop and pvp is a freaking balance nightmare, thats why fromsoft never bothered to add one, all these games on the genre they created and not a single one has a difficulty slider.

People that cant be bothered to learn or put time on the game, its fine, just go play something else, why go into a soulslike gaming forum and ask to change the game?

I dont like strategy games, i suck at them, all those units and resources to manage, i dont like that, feels like work, but i never ever went on a strategy gaming forum and asked them to change the game because theres too much strategy in it, but i liked the story and graphics.

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Stats and gear themselves function as a gradual nerf on difficulty.

Just provide feedback asking for a smoother curve to power gain.

If it’s grindy/tedious or taking too much time to gear/level, just state so and hope they adjust power acquisition rates.

Personally, the only change I wish to see is rebalancing stamina wheel, iFrames on dodging, tinkering parry windows, and revisiting food as a healing source.

The whole eating food in combat to heal is a bit silly compared to an alchemical potion or even a healing spell. If you want to keep food items, have them be out of combat short/long term buff providers.

Using a healing spell or potion to heal just makes a lot more sense than whipping out a pie and gobbling it down while being attacked.

The potion/healing spell idea is even better because those can be accompanied by beautiful, handcrafted vfx and animations.

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I have similar issues. Diabetic retinopathy and joint damage in my knuckles form having undiagnosed gout for 6 years.

I bought the game believing it to be an ARPG, not a souls like. I love the look of the game but can’t enjoy my purchase due to how difficult it is.

I really don’t mean this as an offense, but:

difficulty debates are just obnoxious… and ubiquitous… is literally everywhere and people should just drop it… not because their opinions don’t matter, but because is literally impossible to accommodate everyone…

outside obvious difficulty spikes and inconsistencies, which are very objective, most difficulty related stuff is VERY subjective… wishing a more/less difficult game is not a sin, is logical, and fair… but advocating for and pressuring studios, or debating others is just annoying… irregardless of your personal level of skill or preferences, why should you receive preferential treatment over literally anyone else?

if them devs want to make an ultra difficult game that appeals to a very niche and super small group, they should be able to… alternatively if they want to make a trivial game, for the most unskilled people that mostly play auto-fight games… they also should be allowed to… as long as they [devs] are not being deceitful and are delivering on their promises…

now, how well will the game sell, be popular? that will depend on how many people they are able to please… BUT “can’t have your cake and eat it too”

semi related… XD

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I’d like to discuss two things.

Soul’s Game Difficulty

In my opinion, Souls games are not that hard once you learn the mechanics. However, there is definitely something frustrating about the difficulty—specifically, the huge inconvenience in learning how to overcome certain obstacles, such as unforgiving boss fights.

Every time you attempt to defeat a boss, a single mistake—often in a situation that requires extremely precise timing—can lead to your death. The player is then forced to repeat the entire process: reaching the boss, buffing up, and trying again, hoping to learn something to progress further.

Now, imagine you’re a father who finally finds an hour or two in the evening to settle down and play some video games. He probably doesn’t want to spend his limited time solely figuring out how to overcome a boss that barely gives him a chance to learn, only to waste time on repetitive chores. As his patience wears thin with each attempt, the experience only becomes more frustrating. In the end, he burns through his free time with a feeling of achieving nothing and goes to bed completely frustrated.

Ultimately, what makes the game difficult is the amount of time a player needs to invest in learning it. And not everyone can offer that for various reasons. Of course, the time required still depends on the player’s previous experience, skill level, and ability to stay calm.

Elden Ring improved this formula by making bosses even more unforgiving but reducing the tedious tasks required to get back to the fight. More importantly, it introduced tools such as Spirit Ashes, NPC allies, co-op play, and various mechanics that allow players to essentially set the difficulty to their own standards.

I would still prefer a more ‘learn on the fly’ approach, but I appreciate that everyone is playing the same game and that difficulty is determined by the player’s choices rather than a universal setting. I would love for this to be the case in NRFTW as well.

Difficulty vs. Accessibility

I’ve been reading that some players are struggling to control the game due to medical issues. First of all, I don’t think the game is fast-paced enough to require lightning-fast reflexes or anything of that sort. Additionally, you can build your character in a way that minimizes the need for dodging.

Most importantly, accessibility solutions exist outside of the game itself. If you’re facing difficulties, you’re likely not alone, and there is specialized hardware designed with such challenges in mind. There may also be software that allows you to play with fewer inputs or alternative control schemes.

If you address your accessibility issues through these external solutions, not only will you be able to enjoy the game with its intended difficulty, but you’ll also be able to play other games as well.

Suggesting a lower difficulty setting due to accessibility struggles feels to me like asking to rebuild a parking lot just because someone parked their car incorrectly.

I love this game, but I think not difficulty adjustments will make your game more of a niche game if it locks out a more casual base. I love the game but I struggle because I don’t have time to learn all of the systems and I’m older now so Souls-like games requre too much from me. I just like to play a game the way I want to play it. Just an opinion.