Feedback after playing co-op with 3 friends for many days and hours

  • I mostly played co-op with the same 2–3 friends.

  • We are casual / noob players.

  • We mostly play WoW, PoE2, BG3, and some Elden Ring.

  • Most feedback below reflects multiplayer (3–4 players) experience.


1. Ranged Builds (Bows & Magic) Are Overpowered in Co-Op

Core Issue

  • Playing 2–3 ranged characters (bows/magic) completely trivializes the game.

  • Enemy AI often stands idle and does nothing.

  • Even bosses felt easy when everyone played ranged.

  • The experience felt more like Diablo / PoE2 “zoom zoom” gameplay than a slower, tactical action RPG/Soulslike.

Suggestions

  • Reduce damage of bows and magic significantly.

  • Reduce effective range:

    • Maximum range should be ~2× spear range, or about half a screen.

    • In Crucible, we could shoot enemies across the entire map, which felt wrong.

  • Treat bows and magic as mid-range weapons, similar to spears:

    • Spears / rapiers = longest melee range

    • Bows / magic = slightly longer, not extreme long-range


2. Enchanting & End-Game Progression Feel Too RNG-Heavy and Unrewarding

Problems with the Current System

  • The new enchant system feels too grindy, RNG-stacked, and discouraging.

  • We gave up on enchanting entirely:

    • Too much farming

    • Too much randomness

    • Too little payoff

  • Farming resources and Fallen Embers is extremely time-consuming.

  • In 3–4 player co-op, resources feel especially scarce:

    • Fallen Embers felt nearly nonexistent

    • Everything has to be split between players

  • Rerolling often makes items worse, not better.

  • Result:

    • We abandoned end-game

    • Started new characters / new realms because early game feels far more satisfying

Design Philosophy Suggestion

  • Upgrade level should be the main source of power.

  • Enchants should be “cherry on top”, not build-defining.

  • Current enchant values are too high:

    • Example: +10% elemental damage (and more with exalting) across multiple gear slots leads to OP builds.

Suggested Alternative

  • Limit powerful enchants:

    • Example:

      • +1–3% elemental damage on one specific gear slot (e.g., gloves)

      • With exalting, cap at ~+6%

    • Same approach for crit chance / crit damage

  • This:

    • Prevents overpowered builds

    • Makes balance easier

    • Keeps builds meaningful without turning the game into PoE/D4 speed meta


3. Comparison to the Old Enchant System

  • 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.
  • I understand why it was changed:

    • You only ever needed to craft one item per slot. So the crafting system felt obsolete.
  • However:

    • The current “Together” update system is even worse.

    • It feels like artificial playtime extension, similar to Blizzard systems.

  • Even WoW gearing (an MMO with 6-month seasons) is faster and more rewarding.

  • Heavy RNG would make sense if:

    • The game had trading, hubs, auction house, or MMO-lite social systems
  • But NRFTW has none of that:

    • No trading with random players

    • No public hubs

    • No impact on other players globally

  • Result:

    • RNG feels punishing, unrewarding, and discouraging

    • Most casual players will finish the story and quit


4. Weapon Balance & Build Viability

  • I mainly used the “Patience” bow, spamming shift-jump attacks.

  • This allowed me to cheese the entire game, but it got boring fast.

  • When switching to:

    • Spears

    • Rapiers

    • Dual daggers
      damage felt terrible without perfect enchants.

  • Outcome:

    • With ranged builds: game too easy

    • With melee builds using 1h weapons: game suddenly too hard


5. Parry System Is Too Unforgiving for Casual Players

  • None of us can reliably parry.

  • Parry window feels too short.

  • Enemy attacks are not clearly telegraphed.

  • Success rate: ~1 parry out of 10 attempts

  • Result:

    • We ignored the mechanic entirely

    • Trying to parry usually just leads to death


6. Multiplayer Stability Issues

  • Frequent “Reconnecting…” screens in 3–4 player co-op.

  • Crucible runs often ended due to disconnects.

  • 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

  • Too easy to die from:

    • Falling into chasms

    • Missing jumps due to controls

    • Getting animation-locked by multiple enemies

  • Typical experience:

    • Clear 2–3 rooms

    • Die to a fall or animation spam

    • Run ends

  • In co-op, we tried Crucible 3–4 times and gave up.

Suggestions for a Casual Entry-Level Crucible

  • Fill all chasms with water (no instant death).

  • First statue design:

    • Room 1–2: enemies, water-filled chasms

    • Room 3: vendor +3 large chests

    • Room 4–5: enemies

    • Room 6: boss (single phase)

  • This would be:

    • Noob-friendly

    • Learnable

    • Still rewarding

Difficulty Philosophy

  • Casual content does not harm hardcore players.

  • NRFTW is not an MMO:

    • No economy

    • No competition

    • No shared progression

  • Let players choose:

    • Easy content for casuals

    • Harder statues / difficulties for hardcore players

    • 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

  • 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

  • Two friends bought the game but quit after 4 and 7 hours.

  • Main reasons:

    • Controls felt too hard

    • Constant falling and dying

    • Difficulty controlling characters in combat

  • Both played on keyboard & mouse.

  • One friend rage-quit and said:

    “Tell Thomas his controls suck.”

  • Personally, I don’t struggle much—but:

    • More casual players clearly do

    • Especially players coming from WoW / Albion Online / other easier online games


9. Armor & Damage Scaling Feel Off

  • Full plate armor:

    • Still die in a few hits
  • Full cloth armor:

    • Die in 2–3 hits
  • Multiplayer makes this worse:

    • More enemies

    • Easy to get animation-locked

  • Suggestion:

    • Tone down overall damage (player & enemy)

    • Increase survivability of both players and enemies

  • Benefits:

    • More room for mistakes

    • Longer, more engaging fights

    • End-game farming becomes more enjoyable and less brainless


10. Runes Lack Clarity and Variety

  • Many runes feel too similar.

  • No clear in-game info on:

    • Number of hits

    • Total damage

    • Stagger values

  • Even testing on dummies is unclear.

  • Result:

    • I only used run attack and one rune (Skyburst Volley)

    • Gameplay devolved into one-button spam

  • Feels very similar to PoE2 / D4 skill spam meta.


11. Storage & Housing Issues

  • Chest capacity is far too small.

  • Result:

    • Houses become storage warehouses

    • We place dozens of chests

  • With RNG gearing, we now store:

    • Multiple versions of the same item
  • Suggestion:

    • Chests should have 100+ slots
  • Comfort system likely won’t solve this:

    • Players will still dedicate houses purely to storage

12. Multiplayer Loneliness & MMO-Lite Potential (Future DLC Idea)

  • Playing with friends is great.

  • Playing solo when friends are offline feels lonely.

  • Possible future DLC idea:

    • A public Sacrament hub (MMO-lite)

    • 50–100 players per layer

    • Trading, chatting, grouping

  • When leaving Sacrament and for example entering Orban Glades:

    • Players seamlessly return to their private online realm open world zone
  • Similar to PoE2 hubs. But with seamless transitions between the city and the open world zones.

  • Unsure if technically possible, but would greatly increase:

    • Longevity

    • Social engagement

    • Motivation to play solo


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.

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(PS this is just feedback to your feedback from a super experienced player. None of this is to attack, offend, or devalue your thoughts. :slight_smile: Just stuff I’m saying from someone who’s played a lot and seen the builds ever since early access started.)

This would completely destroy those for solo play. They may not be balanced for groups, but this doesn’t work as a solution for solo.

Probably what would work is increasing enemy resistance, increase their HP, or alter the problematic fights in some way to compensate for the higher player count.

Bows and some magic should go the distance of the screen. I think the problem here isn’t that, but that the crucible maps (from what I’ve seen) are pretty small. Though I’d think with splash damage on an even more confined space might solve this more than a larger space. (Because then multiple ranged people would be at risk of hitting each other more often.)

I found this curious when I heard about it. I don’t have people to play with, but yeah, if that’s true progression would get slower and slower as you add more friends, which seems counter to what you want.

I’ve put out several thoughts on this. The big one is that people should have a choice of 3, or even 5, options of the thing being replaced. As well as increasing number of attempts. I’m sure we aren’t the only two to give feedback on the new limitations. :slight_smile:

I think they are still balancing end game. In terms of builds it’s still pretty new. I think it’s only been around for 2 live build versions.

**

Disagree on several points in 4-7. Except parry.

They did change some stuff with the experimental build and even me, with probably 350+ play hours starting the build couldn’t really parry any more. After attempting to for the first hour I gave up because my timing for some reason was way off and I’d always get hit.

**

Falling you just start to get used to ‘seeing’ the things. But yeah, in Crucible this can be extra punishing.

Missing jumps… not sure on keyboard, never use it for this kind of game, but on gamepad, if you are NOT moving the stick when you start to run, for example, you’ll start to run the direction you push. However, brain default is to push run WHILE moving the stick already.

So, like if you stop or slow down in front of somewhere you want to jump, which is often the default before a jump, you will usually wind up doing a dodge roll into the thing you are tying to jump over. For NRFTW you have to retrain your brain to either completely stop, press run/dodge, THEN move the controller, or to just not stop running so you hop hop confidently.

It’s not great to say this, especially since you say your friends are casual, but if they gave up at 4-7 hours of trying that’s too soon. I’m not saying I’m super hard core, certainly far from it. The only ‘souls like’ games I’ve played are this, the Jedi: Fallen Order games, and the Remnant games. But I think when I first started early access I didn’t beat the first boss until about 10 hours in. I died to him like literally 50 times. And I was falling off cliffs and edges all the time, especially trying to climb down ladders or vines. You just have to get used to Wicked’s style. Once you do it’s easy peasy. With this build I think I was killing the first boss at like level 4 within less than my first hour with that character.

Crucible in general is in a weird spot now. Originally it was the end game (the plague areas didn’t exist.) So it was the thing you did after you finished the game. Now it seems like it’s been pushed wwwaaayyy down to be an alternative way to help you level up in the pre-teen and teen levels to help fill gaps between the difficulty of the different areas. I would agree that the rewards seem much lower in Crucible than in the outside world. I’d certainly rather just repeatedly run world areas, but I think it just needs another balance pass or two for its new position to feel ok.

Your suggestions for it… again.. pretty much disagree. I’ve never beaten the final boss, usually don’t make it past mid-way, but the challenges it has is what makes it worth the challenge. Sure, maybe there should be one ‘forgiveness death’ if you fall off an edge (I do think this is an option for the rogue-like choices you get once you activate those), but just making it never have deadly edges removes a lot of the challenge that makes it different from the open world. Its entire point is that you feel ‘oh crap oh crap oh crap’ tense all the time.

Not to poo poo, but what difficulty setting did you use? Really the design philosophy is not targeting casual players, just like their Ori games weren’t targeting casual players.

But you can also control the difficulty. Set the world on the easier setting. When your characters get to level 10, start another new world so you plow through and get more experience re-running, take those new materials and levels back to the first world that you’ve built up. Repeat as necessary.

The world progress IS shared. Not sure I get what you mean by this one.

Again, there are 3 difficulty settings when you create the world, not counting a hardcore/single death flag.

I’m also a bit confused here. You say that using bow and magic felt like you could completely trivialize content, yet here you are saying the game is too brutal and needs a super casual mode.

Again, it’s not targeting casual play, never has been. But it IS a level based game, so you can over level content and just keep making new side worlds that would be starting from the beginning if you feel your main world has gotten too hard and then come back to it later. Heck you could even go back and forth to store resources along the way instead of bogging down your inventory.

If your reaction is not ‘aw crap that guy did an overhead swing and two shot me, I’m totally going to get him back’ and it takes you half a dozen kills to do so, and your reaction is instead ‘F that guy F this game, two shotting me is BS’, then I’d say you really need to reconsider if Wicked is the kind of game you want to play. There are LOTs of ways around the difficulty, and when you get 2 shot by something it should still be fun. I’ve probably got 400+ hours under me at this point and there were LOTS of times when things would 1 shot or 2 shot characters I was working on even still with this most recent build. Like my most recent 2 builds was a Cleric and a Ranger, both trying to be in light weight, and elemental guys would just completely wreck them if they got hit. If that’s not a fun and interesting puzzle / challenge for you, or your friends that played, then maybe this isn’t the game for you.

There are certain power moves elites and bosses do that will wreck you. There are just certain moves you need to avoid. Sure, my main, which has 2 plate pieces, a medium shield, and 25 HP stat, with like resistances near 75% could survive a couple of power moves like that, but if I wasn’t paying attention I’d get wrecked in that body as easily as in one which was mostly in cloth.

Also, we don’t know what or how this will change once classes go in and the traditional stats are removed. Though I do expect these power moves to be avoided will still exist.

Like one guy you start to see sort of 2/3 the way through the campaign is the guys dual wielding 2 saw greatswords. When they do that overhead swing, that’s a power move, then the sweep to the side is another power move. Even a character like my main would be unlikely to survive if hit by both of those attacks. You need to learn to avoid them by dodging (or blocking, though that’s risky).

Again, it’s about knowing the game. Someone who’s wearing no armor at all, but knows the enemy moves and when to dodge, would be FAR more survivable than someone in full plate with heavy resistances and high HP. Wicked is FAR more about player knowledge than other games.

Most full MMOs don’t even go this high. It seems that way because chat is all filtered into one place, but usually there are multiple instances of a thing and players will, if I’m not mistaken, typically cap at around 32. Then it spawns another copy of City B, City C, City D, but it seems like hundreds because all of the instances share one chat room.

There’s a reason why shooters cap at like 8 or at most 16 players in a match. MMOs are the same, they just disguise it.

Note that this would also require they have LOTs of online server space. Whereas right now, the co-op online worlds would be FAR less resources.

MMOs and shared world games are a different beast. They’d vastly increase the game’s production cost due to needing to buy world server space.

I think maybe this is partly a perception issue. It may not feel like a lot, but if you spend, say, an hour playing and mostly farm materials and kill a couple dozen guys, that’s a very solid amount of progression. All the small steps add up in Wicked. It’s not a ‘oh let’s play for an hour and gain 10 levels and upgrade our gear to purples’ kind of game.

And it really depends on how you play. Larry Puss, a youtuber (with cute cat avatar) who mostly focuses just on Wicked can get to max level and max a world in less than a dozen hours. I don’t know about you, but if someone says to me they can complete the game in 12 hours that’s pretty casual.

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Dude.. that entire post is awesome.. all points are pretty valid and explained in detail.

Im just curious which difficulty you played and when you guys like to play with 3-4 ranged / mage builds if you should consider playing on the hard / extreme difficulty.
I guess when you get +35% more dmg or whatever it was and the enemy gets close your gameplay automatically gets more tactical and intense.

Just my observation for the ranged / maged feedback.

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You said:

*In 3–4 player co-op, resources feel especially scarce:*

** Fallen Embers felt nearly nonexistent*

** Everything has to be split between players*

We played in 3 and 4 respectively. MAx difficulty. We had like a full stack EACH (personally i had one and half) of fallen embers and the resources were plenty for all 4 of us. We just took some time to farm stuff and the farm lasted like 3-4 days, nothing hard, nothing long.

Also, bows trivialize, magic trivialize ecc.. have you played in max difficulty, where you get like 20 enemies on screen “because” you are in 3-4 there? The game have a dynamic system that increase the enemies and the difficulty based on how many players are there… and at max difficulty, that can become a real beautiful and chaotic mess…

I assure you, bows doesn’t trivialize a thing, altogheter with magic. We were 2 melee, 1 archer and 1 mage.

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I’m not trying to argue whose experience is more valid. This post reflects our experience playing on normal difficulty, and that’s the perspective the feedback is coming from.

I’m glad others had a very different experience, especially on higher difficulties. That’s valuable feedback too, and I’d encourage you to share it in your own feedback thread so the developers can see it clearly.

Cheers!

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This is a point I had been reflecting on after the end of the co-op test. However, it falls into the same fundamental balance design issue as League of Legends, where every patch sees a series of characters made unviable due to a ‘meta’ and others sidelined by nerfs. In this case, those would be analogous to the game’s weapons.

The ideal approach would be to follow the path of League’s competitor, Dota, from the legendary studio Valve. Their philosophy was: ‘If every character is broken and OP, then no one is.’ This created a dynamic where every character, once mastered, is fun and capable of carrying the match.

How would this translate to NRFTW? ‘If everyone is broken/OP, then all the monsters and mobs should be too!’

Yes, Bows and Mages are trivializing the game. But I don’t think the solution is entering an infinite loop of nerfs. Instead, there should be a boost to enemies regarding their health and aggressiveness.

I imagine myself getting pelted with stones by some cowardly bully attacking from a distance while I can’t do anything. I’d be furious and lose my cool, doing everything in my power to stop the enemy’s assault. We recently saw this in Arc Raiders with the enemy Arcs called JUMPERS.

We have a similar situation here. I feel like crap attacking enemies from places where they can’t fight back, but better a living coward than a dead hero. Still, I kept thinking: ‘Man, it would be so cool if he just jumped up here.’

Maybe an aggression and ‘ultra-aggro’ system for long-distance players? When I play action games, I always focus on archers or long-range mobs first, because they are the ones who annoy me the most and disrupt my combos and gameplay.

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As @rabb1t said, bows can not be nerfed too much, because they would become unusable in solo play - especially on higher difficulty levels. An easy fix for this in multiplayer would simply be to increase enemy health slightly.

A more systemic solution for ranged combat would be to improve enemy AI so that it becomes more aggressive toward ranged players. Most enemies should also have some sort of gap closer ability to help them catch up. And just like shielded enemies can block projectiles, other enemies should sometimes be able to dodge them as well.

I have not played coop, but in solo play the damage of spears, rapiers, and dual daggers is not that bad as long as their tier matches the content you are doing. Sure, they might generally be harder to use than heavier weapons because they do not stagger enemies as much - but in return, the player is more agile.

I do not think the parry system was designed for casual players, but rather for more hardcore ones who are willing to invest time into learning and mastering it. It is extremely powerful, so the timing windows have to be fairly tight.

On my first playthrough, I had a similar experience to yours - I struggled to parry even the slowest attacks and gave up after about an hour. But from my second playthrough onward, I spent more time learning how to do it properly, and now I am basically the Archbishop of Counterperry.

That said, I have heard that on the experimental branch there are some issues with parrying because it shares the same button as blocking, which causes strange input delays that do not exist in the live version of the game.

I agree that the Crucible is a bit unbalanced at the moment. It was originally meant to be an endgame system for players who already have solid builds. It probably needs a bit of redesign, with difficulty that ramps up the further you progress. Right now the difficulty is flat - the first room is just as hard as the last - which really should not be the case.

As for casual players, they should ideally play on the easier difficulty settings, and the Crucible challenge should scale accordingly.

However, I do not think there should be easier versions of the Echo Knight, like a single phase version or anything like that. He should remain a serious challenge - and if you are not ready for him, then it is fine to simply walk away for now. As far as I know, Elden Ring does not offer 50 different versions of Malenia either to satisfy casuals.

Casualisation of anything, be it hobby or entertainment is always harmful to avid users. Of course, it is necessary to some extent to ensure enough sales to keep the company afloat.

You should have told your friends: “skill issue, just git gud”. You have played Elden Ring, so I hope you know the true meaning behind this meme phrase and will not get mad.

On a more serious note, I guess your friends used WASD, which was the source of their pain. WASD has inherent problems that are not limited to Wicked - it only supports 8 directions. I would highly advise your friends to learn playing with the mouse cursor only. Essentially, you position your cursor in the direction you want to go and, depending on the circumstances, move slowly with the right mouse button or sprint with the spacebar. While it might feel strange for the first few hours of gameplay, it is an extremely precise control scheme. It is even superior to a controller.

The game is supposed to be skill based, so making armored players into damage absorbing sponges is counterproductive. Also, armor does not work as well against elemental damage - if at all - so that could explain dying too quickly.

Technically, it is reasonable that the player dies rather quickly in cloth armor. This type of armor is meant to be used in combination with ranged combat, where the player is encouraged to prioritize keeping distance from enemies at all times, rather than relying on dodging - which should be a last resort.

In previous builds, maybe even in live been a while since I played, they scaled in reverse of physical resistance. So Plate had the highest physical resistance, but lowest elemental resistance, and Cloth had the highest elemental but lowest physical. I think with the experimental build elemental resistance was completely removed from armor. I don’t think it’s just coming from armor, but I do know that my elemental resistance didn’t seem to change much between Plate or Cloth.

(I tested my 2 plate pieces, 1 mesh, 1 leather and dropped to some cloth and saw that the elemental resists didn’t scale as they previously would. In fact because the test pieces didn’t have boosts I actually dropped quite a lot, from like 70%s down to 60s.)

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I agree with most of your points.

QoL needs to go up

Damage numbers need to stay low. This also helps with PvP.

Bow vs melee isn’t balanced, but I think it shouldn’t be drastically changed. Melee 15% up and bow 10% down seems right to me. Magic is in a good spot IMHO, although I’m sure there are some outlier spells that I haven’t tried yet.

I’d love to see slightly more support for an ingame community feeling when your friends aren’t online (ie MMO direction ideas)

First of all, I compliment you because your topic is very easy to read, I’m dyslexic and I appreciate it a lot, and in general your criticisms are well founded even if in general I don’t like the solutions you suggested.

Bows are very difficult to balance, The extra range is difficult to quantify relative to the damage, and in general, even with the enemy AI update and the new ranged attacks, it’s clear that the developers had melee combat in mind when they designed it, and other changes need to be implemented.

But bows already do little damage compared to the stamina they consume, and it doesn’t make sense to reduce their damage and range at the same time.

The best solution in my opinion is to add the damage falloff (less damage if you are further away more damage if you are closer) to encourage aggressive plays.

We don’t have good damage units so we continue to use lances, the damage at a distance of 1 lance should be higher than the damage they inflict currently, at 2 lances it should be similar, at 3 lances it should be about half and then the damage should drop a lot.

The focus Gain Should also vary based on distance but the runes should do the same damage regardless of distance.

I agree but, It has to be done well, because they still have to be perceived as ranged weapons by the players to realize “the fantasy” that is, the desires and expectations that being a mage or being an archer brings.

Some spells already disappear after traveling a certain distance I think depending on the spell the distance should be between 1.5 and 3 lances.

If you want to know my opinion on the mages I wrote it here: Its fun to be a mage in Wicked? Because - #18 by Lombix_4 .

I also wrote this topic about bows if you’re interested: NEW BOWS Movesets and Runes can be Improved.

You totally get it, I agree.

Here I don’t agree, the enchantments have a lot to do with the identity of a build, many are too strong and this leads to blind problems but the idea of ​​the build is largely defined by the enchantments.

The enchantments should all be equally strong, I don’t think there is any point in having any effects that are significantly stronger than others.

The topic im, most passionate about is the Enchantment System I proposed a detailed rework of the entire system here: The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA).

I don’t think that’s the reason, I thought it was because they wanted to make it more difficult to get the items you want with the effects you want (which is ridiculous, before it already took a lot of time, and now it takes even more time, and the difficulty is technically the same, it’s just takes a ridiculous amount of time).

With the changes we discussed earlier it shouldn’t be a problem anymore.

True, I used Rapiers and I liked them even if they were clearly weaker than other weapons.

If you want to know what happened to the Dual daggers I wrote it here: Double DAGGERS Movesets and Runes can be Improved

Some of the strongest weapons are one-handed weapons, you just haven’t found them.

Correct, the perry is designed to be used only by expert players, you said you are casuals player and therefore it is normal, it is working as it is intended.

It depends, sometimes it’s true, Without indicating specific enemies and specific actions, the devs can’t adjust things based on this feedback.

If it were simple and it wouldn’t be satisfying for expert players, even as it is now some complain that it can trivialize the game because giving 100 focus is too strong.

The crucible was designed specifically to be the most difficult challenge in the game, If you want to complete it, you can lower the difficulty or learn to play better.

I agree with this though, the crucible is a roguelite and in roguelikes there isn’t much other than dying 100-0 from a fall and having to start over again.

I agree but still the Crucible is not meant for casuals.

And in any case the Crucible is not finished yet at this point it is “usable” but barely, it should be a roguelite but it gets repetitive too quickly.

We already know it will be reworked/updated so let’s wait and see.

I know others have told you this but there is a easy mode.

Understandable, I play all games with mouse and keyboard but NRFTW I play it with controller for this reason, I’ve been playing since the game came out, and before you couldn’t customize the controls. But from what I know they improved the mouse and keyboard controls a lot and the only problem that remained is the platforming on thin beams with WASD doesn’t work well and the only way to fix it is to use the “move towards the mouse” button.

This is not true at all, the tank builds in this game are very strong, sometimes they trivialize the game.

here too it depends if you don’t do specific espi the devs can’t use the feedback.

True.

Go to the discord server and see if there is anyone willing to play for you, they can invite you as a guest or you can invite them as guests, the current multiplayer is the correct approach for this game.

It’s not technically possible I think the devs have already done a lot to accommodate everyone for 4 players, at most I could increase it up to 6, 8 is already very unrealistic.

I agree on this. Seems like the solution that maintains fun/minimize frustration while making it much more balanced

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