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I mostly played co-op with the same 2–3 friends.
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We are casual / noob players.
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We mostly play WoW, PoE2, BG3, and some Elden Ring.
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Most feedback below reflects multiplayer (3–4 players) experience.
1. Ranged Builds (Bows & Magic) Are Overpowered in Co-Op
Core Issue
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Playing 2–3 ranged characters (bows/magic) completely trivializes the game.
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Enemy AI often stands idle and does nothing.
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Even bosses felt easy when everyone played ranged.
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The experience felt more like Diablo / PoE2 “zoom zoom” gameplay than a slower, tactical action RPG/Soulslike.
Suggestions
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Reduce damage of bows and magic significantly.
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Reduce effective range:
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Maximum range should be ~2× spear range, or about half a screen.
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In Crucible, we could shoot enemies across the entire map, which felt wrong.
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Treat bows and magic as mid-range weapons, similar to spears:
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Spears / rapiers = longest melee range
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Bows / magic = slightly longer, not extreme long-range
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2. Enchanting & End-Game Progression Feel Too RNG-Heavy and Unrewarding
Problems with the Current System
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The new enchant system feels too grindy, RNG-stacked, and discouraging.
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We gave up on enchanting entirely:
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Too much farming
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Too much randomness
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Too little payoff
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Farming resources and Fallen Embers is extremely time-consuming.
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In 3–4 player co-op, resources feel especially scarce:
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Fallen Embers felt nearly nonexistent
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Everything has to be split between players
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Rerolling often makes items worse, not better.
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Result:
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We abandoned end-game
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Started new characters / new realms because early game feels far more satisfying
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Design Philosophy Suggestion
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Upgrade level should be the main source of power.
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Enchants should be “cherry on top”, not build-defining.
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Current enchant values are too high:
- Example: +10% elemental damage (and more with exalting) across multiple gear slots leads to OP builds.
Suggested Alternative
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Limit powerful enchants:
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Example:
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+1–3% elemental damage on one specific gear slot (e.g., gloves)
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With exalting, cap at ~+6%
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Same approach for crit chance / crit damage
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This:
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Prevents overpowered builds
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Makes balance easier
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Keeps builds meaningful without turning the game into PoE/D4 speed meta
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3. Comparison to the Old Enchant System
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The old live enchant system was better in terms of player agency:
- As long as you farm Fallen Embers, you can eventually get what you want.
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I understand why it was changed:
- You only ever needed to craft one item per slot. So the crafting system felt obsolete.
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However:
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The current “Together” update system is even worse.
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It feels like artificial playtime extension, similar to Blizzard systems.
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Even WoW gearing (an MMO with 6-month seasons) is faster and more rewarding.
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Heavy RNG would make sense if:
- The game had trading, hubs, auction house, or MMO-lite social systems
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But NRFTW has none of that:
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No trading with random players
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No public hubs
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No impact on other players globally
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Result:
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RNG feels punishing, unrewarding, and discouraging
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Most casual players will finish the story and quit
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4. Weapon Balance & Build Viability
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I mainly used the “Patience” bow, spamming shift-jump attacks.
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This allowed me to cheese the entire game, but it got boring fast.
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When switching to:
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Spears
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Rapiers
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Dual daggers
…damage felt terrible without perfect enchants.
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Outcome:
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With ranged builds: game too easy
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With melee builds using 1h weapons: game suddenly too hard
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5. Parry System Is Too Unforgiving for Casual Players
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None of us can reliably parry.
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Parry window feels too short.
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Enemy attacks are not clearly telegraphed.
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Success rate: ~1 parry out of 10 attempts
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Result:
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We ignored the mechanic entirely
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Trying to parry usually just leads to death
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6. Multiplayer Stability Issues
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Frequent “Reconnecting…” screens in 3–4 player co-op.
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Crucible runs often ended due to disconnects.
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We were repeatedly sent back to the main Crucible chamber which ended the crucible run.
7. Crucible – Too Punishing and Unrewarding for Casual Players
Core Problems
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Too easy to die from:
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Falling into chasms
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Missing jumps due to controls
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Getting animation-locked by multiple enemies
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Typical experience:
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Clear 2–3 rooms
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Die to a fall or animation spam
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Run ends
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In co-op, we tried Crucible 3–4 times and gave up.
Suggestions for a Casual Entry-Level Crucible
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Fill all chasms with water (no instant death).
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First statue design:
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Room 1–2: enemies, water-filled chasms
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Room 3: vendor +3 large chests
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Room 4–5: enemies
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Room 6: boss (single phase)
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This would be:
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Noob-friendly
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Learnable
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Still rewarding
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Difficulty Philosophy
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Casual content does not harm hardcore players.
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NRFTW is not an MMO:
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No economy
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No competition
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No shared progression
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Let players choose:
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Easy content for casuals
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Harder statues / difficulties for hardcore players
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Keep both types of players happy = more game copies sold, more players supporting paid DLCs and the game being actively played for many years like Baldur’s Gate 3, Elden Ring and World of Warcraft
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WoW is a great example:
- Casuals and hardcore players coexist happily (look at Mythic+ dungeons and Raid system, also Delves for casuals to get good gear doing easy content)
8. Controls & Accessibility for Casual Players
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Two friends bought the game but quit after 4 and 7 hours.
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Main reasons:
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Controls felt too hard
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Constant falling and dying
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Difficulty controlling characters in combat
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Both played on keyboard & mouse.
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One friend rage-quit and said:
“Tell Thomas his controls suck.”
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Personally, I don’t struggle much—but:
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More casual players clearly do
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Especially players coming from WoW / Albion Online / other easier online games
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9. Armor & Damage Scaling Feel Off
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Full plate armor:
- Still die in a few hits
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Full cloth armor:
- Die in 2–3 hits
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Multiplayer makes this worse:
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More enemies
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Easy to get animation-locked
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Suggestion:
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Tone down overall damage (player & enemy)
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Increase survivability of both players and enemies
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Benefits:
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More room for mistakes
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Longer, more engaging fights
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End-game farming becomes more enjoyable and less brainless
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10. Runes Lack Clarity and Variety
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Many runes feel too similar.
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No clear in-game info on:
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Number of hits
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Total damage
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Stagger values
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Even testing on dummies is unclear.
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Result:
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I only used run attack and one rune (Skyburst Volley)
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Gameplay devolved into one-button spam
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Feels very similar to PoE2 / D4 skill spam meta.
11. Storage & Housing Issues
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Chest capacity is far too small.
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Result:
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Houses become storage warehouses
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We place dozens of chests
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With RNG gearing, we now store:
- Multiple versions of the same item
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Suggestion:
- Chests should have 100+ slots
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Comfort system likely won’t solve this:
- Players will still dedicate houses purely to storage
12. Multiplayer Loneliness & MMO-Lite Potential (Future DLC Idea)
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Playing with friends is great.
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Playing solo when friends are offline feels lonely.
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Possible future DLC idea:
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A public Sacrament hub (MMO-lite)
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50–100 players per layer
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Trading, chatting, grouping
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When leaving Sacrament and for example entering Orban Glades:
- Players seamlessly return to their private online realm open world zone
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Similar to PoE2 hubs. But with seamless transitions between the city and the open world zones.
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Unsure if technically possible, but would greatly increase:
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Longevity
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Social engagement
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Motivation to play solo
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Final Thoughts
Despite the many flaws, we enjoyed the game’s core and early-game experience a lot. The biggest issues for us are ranged balance, end-game grind, excessive RNG, Crucible frustration, and lack of casual-friendly progression. Fixing these would greatly increase player retention, especially for casual co-op groups like ours. More game copies would be sold, and more players would support paid DLCs.