I’ve been playing No Rest for the Wicked intermittently since roughly the first EA test, with around 30 hours of gameplay so far. I’d like to share a few thoughts based on my experience:
Attribute/Enchantment Guidance Clarity
The distinction between fire (burning) and lightning (Thunder)elements isn’t clearly explained in-game. I’m often unsure which combat style synergizes better with lightning versus fire. Could more detailed tutorials or tooltips be added to clarify their roles?
Item Drop System Direction
In soulslikes (e.g., Elden Ring, Sekiro), defeating challenging bosses rewards unique, high-quality gear—a key motivator. However, post-The Breach update, the loot system feels closer to traditional ARPG/roguelike mechanics (e.g., Diablo, Path of Exile). Could you clarify the team’s vision?
While traditional ARPG loot systems are engaging, the current lack of unique gear drops after high-difficulty boss fights feels disproportionately unrewarding.
Overcoming such challenges should ideally grant players something memorable—whether a signature weapon, armor set, or lore-rich item—to validate their effort and skill.
Additionally, the inability to replay boss encounters (even if only for practice or rare material farming) limits post-victory experimentation. Could this be reconsidered in a future update? Even a scaled-down reward for repeated wins (e.g., crafting materials instead of full gear drops) would help sustain motivation.
Food/Healing Mechanic Suggestion
The shift from a cooldown-based system to a “satiety limit per battle” is an interesting change, but based on my experience, food resources deplete far too quickly. Often, supplies run out before players even have a chance to master combat mechanics. The current reliance on mushrooms for mid-fight healing feels particularly frustrating.
Suggested Improvement:
Allow food items to provide multiple uses within a single battle (e.g., a meal granting a set number of "satiety charges").
To balance this, food crafting could be made more demanding—this would feel justified, as preparing a meaningful "feast" at a bonfire should feel like strategic preparation for the challenges ahead.
Ultimately, the food system should offer deeper tactical engagement.
Strategic Potion Allocation:
Currently, pre-boss potion usage feels shallow—I just drink every buff potion in my inventory for generic 3-minute bonuses, which is tedious.
Instead, potions should encourage situational decision-making.
For example:
Using plague-resistance potions against plague enemies. Or dealing bonus damage to plague-afflicted foes.
This would replace mindless buff-stacking with meaningful combat preparation.
These changes would preserve tension while reducing the frustration of repetitive micromanagement.
Thank you for your hard work! The game’s potential is undeniable, and I’m excited to see its evolution.