Feedback & Suggestions Post-Breach Update – Combat, Builds, Gear, and Enchantments

Hey everyone,

I’m a big fan of ARPGs and also a game developer working on a project somewhat similar in spirit to No Rest for the Wicked. I love a good challenge and I see huge potential in this game. After playing the Breach update and watching the Zizaran interview with Thomas Mahler, I wanted to share some structured feedback and suggestions that I hope the devs find helpful.

I also would like to praise the developers for the changes in The Breach update, particularly the change to the Fallen Embers, which make the game a lot more enjoyable.


1. Combat

Combat has improved, but a few core issues still remain:

Poise and Interrupt Balance Needs Fine-Tuning – Right now, both players and enemies get pushed around too easily, even by light attacks. Ideally, lighter attacks should only interrupt or stagger if the target has low poise, while heavier attacks should require more significant poise investment (via mesh or plate armor) to resist. Super-heavy attacks should always interrupt, but the knockdown severity could scale based on poise. It would also help to have clearer visual or audio cues to differentiate these attack types in combat.

  • Knockdown state feels bad. Once you’re knocked down, enemies often just stomp you, locking you into a frustrating stun loop. Suggestion: Allow players to roll out of knockdown at a high stamina cost after a brief delay—unless stamina is depleted.
    Heck, playing devils advocate, there’s even very few moves that knock the player down. I say add more ways to knock the player down even, but make it fair and reactionable.

  • Blocking feels punishing. Many players dislike that blocking still damages health—especially with how limited healing is. A better approach might be:

    • Blocking prevents health damage but instead builds up stagger damage.
    • If the stagger bar fills up, the player gets stunned or knocked down, with a stamina penalty.
    • Different shields would have varying stagger resistance, while enemies would deal different amounts of stagger damage per hit.
      This would make shield play more viable, skill-based, and less punishing without removing risk.
  • We need animation cancelling - Currently, committing to an action at the wrong moment is heavily punished, often leaving players stuck in animations and vulnerable—especially during fast, punishing boss fights. Animation cancelling would let skilled players recover more fluidly by spending stamina to cancel out of actions and reset momentum. Here’s why it’s a strong addition:

    1. It requires skill and timing to use effectively.
    2. It can cost stamina or deal no damage if cancelled early, preserving balance.
    3. The reward is situational control, not damage or unfair advantage.
    4. It simply feels good to use and gives the player responsive control in tense situations.

It’s a feature seen in many polished action games and would greatly enhance the feel of combat without compromising difficulty.
I have a hunch that the developers will sooner or later realize this is something that should be included in the game.

Enemy Elemental Weakness

Please add elemental weaknesses to certain types of enemies, it will simply enrich the combat a lot. Im sure this has been discussed internally plenty but just wanted to add on that the players want this.


2. Build Variety

This one might be controversial, but I feel that No Rest for the Wicked doesn’t really allow for creative build-crafting yet.

  • Most of what we call a “build” is just a choice of weapon and trying to find enchantments that benefit it.
  • Core stats like STR, DEX, INT, and FAI feel like stat-checks for weapon scaling, not ways to shape your playstyle.

Suggestion:

  • Rethink stat functionality:
    • Strength → Increases weapon damage
    • Dexterity → Increases attack speed
    • Intelligence → Enhances Rune Power
    • Faith → Reduces Focus cost

This would open up more freedom in weapon choice and allow players to develop actual builds rather than meet preset scaling gates.

[ Side Note: It also reduces this feeling of being terrified to put points into attributes because you don’t know which weapon you’re going to like next and you might not meet the requirements. Very impactful to newer players and first few playthroughs. ]


3. Gear

Gear and enchantments are clearly tied together, but base gear stats could be more meaningful:

  • Armor categories currently only differ in Poise and Defense.
  • Poise itself, as mentioned earlier, needs to be more impactful.

Detach Weapons from Stat Requirements:
One of the biggest issues with build variety is that weapons are locked behind strict stat requirements. Instead, let players use any weapon but scale its performance based on their stats. As mentioned before:

  • Strength: increases raw weapon damage
  • Dexterity: increases attack speed
  • Intelligence: empowers rune usage
  • Faith: reduces focus costs

This change would massively increase freedom and build creativity.
Imagine a fast-swinging, high-dex 2H mace build—trading raw damage for stagger output and mobility.

or

A Strength dagger build that uses a rune that does an acrobatic move that can easily stagger the opponent and go for that high strength backstab.

It rewards imagination instead of punishing players for not following rigid stat prerequisites. Possibilities open up profoundly, while keeping things concise and comprehensive.

Suggestions for Armor:
Add passive bonuses based on armor type to support playstyles. Two models could work:

Model A: Stamina Utility

  • Cloth → -5% dodge stamina cost per piece
  • Leather → -5% sprint stamina cost
  • Mesh → -5% charge attack stamina cost
  • Plate → -5% parry stamina cost

Model B: Elemental Resistance

  • Cloth → -5% plague build-up
  • Leather → -5% shock build-up
  • Mesh → -5% cold build-up
  • Plate → -5% fire build-up

This would add build identity and let players mix and match gear based on how they want to play or what content they’re facing.

Some suggestions for Weapons:

  • Axes → Ignore 25% Armor
  • Daggers → +30% Backstab Damage
  • Swords → Reduced Stamina cost on Rune Skills
  • Maces → Ignore Stagger Resistances
  • Staffs → Increase Focus Buildup by 25%
  • Wands → Increase Any Buildup by 25%

ALSO dream-case-scenario, make these type of “innate” bonuses also be random choosing between a pool of 4-5 making these not-craftable and not-modifiable which additionally give white items more value instantly.
A really really cool thing could also be that some of these “innate” bonuses get better if your gear is “masterwork” level and not enchanted.

4. Enchantments

Enchantments have improved post-Breach, and it’s nice to see more meaningful effects. However:

  • Most enchantments still boil down to small cost reductions or conditional bonuses. They’re helpful but not exciting.
  • Elemental infusions are currently the standout—far more impactful than most others.

Suggestions:

  • Add enchantments that unlock new actions or mechanics:
    • Example: “Parrying throws a dagger dealing X damage”
    • This could then synergize with another enchantment: “+X% throwable damage,” encouraging a parry/throw build.
  • Create interlocking systems between enchantments, weapons, and items to make real builds viable and creative.
  • Aim for enchantments that change how you play, not just how much stamina or damage you deal.

Conclusion

I’m still getting through all the new content, and I appreciate the hard work the devs are putting into No Rest for the Wicked. It’s clear the team is listening, and I believe the foundation is strong. I also saw mention that loot and builds are going to get more attention in the future, so I hope some of these suggestions help influence that direction.

I understand that a lot of these ideas would require quite a bit of work to implement and of course I’m only playing to be heard and would be very surprised and excited to see some of these ideas implemented in the game. However, I really think it could make the game go from a good game to a great game.

Thanks for reading, and keep up the great work.

4 Likes

Some great feedback in here, although I am left confused on your Shield segment as it currently already is how they work, granted with one difference.

There are 3 types of shields ; light, medium, heavy, each with a block value that negates a % of the incoming DMG. A Shield build will negate 80+ % of incoming DMG, and the beauty of it all, they can even reflect that damage and apply many more buffs and debuffs during their blocks.

So yes, light shield do very little for you if you do not spec into it, but I guess it is meant as such in order to prevent 2H weapons from falling behind in relevancy. Although there is a point to be made about making those more unique in their own way.

Yes true about the shields, however I would remove the health damage and instead just do stagger damage. I don’t think the health damage makes block too appealing. Sure it might be actually decent, but I think most people will not like using shields because losing health for blocking feels bad. I would also argue that is not favorable in a game where healing is a scarce resource and not being hit is better than losing some hp.
Actively blocking is a conscious decision more often than a reactive decision so i think it should be punished through over-zealousness (blocking too much and getting staggered for big damage) rather than chipping at your health.

Great post –

Love the following ideas:

  • Enemy elemental weaknesses.
  • Implicit bonuses/negatives on different gear types.
  • Enchantments that change HOW you play, not just giving tiny buffs to resource generation in some situations.
  • Stats that serve to improve your character as a whole as opposed to being simple scaling vector specific items… as it makes investing in your stats significantly more interesting.
  • Detaching weapons from stat reqs – love it. That opens the doors to being able to try all of the weapons out before investing all of your stats in X only to find a weapon later that you now can’t use because it has scaling you never would have imagined a katana or fist weapon would have… and as you say – opens the door for things like a STR based Dagger user without just … hoping you get a dagger w/ str scaling – and that you actually like it’s moveset. (I have personally been very sad to find that some weapons have move sets that feel horrible… after wasting hours getting a character the stat req to use them thinking they’ll be like the other similar weapons you’ve used – The Claws are a great example – they don’t have a charged attack and animation lock you in long attacks that aren’t even front loaded… so while they do a lot of damage – they’re actually very reckless to use.. which sucks to find out if you invested in upgrading them prior to trying them out because you got excited like a little kid getting an xmas present and put all your duckets into them prior to being able to actually use them… thinking they’d be like the other fist weapons you’ve used.

I agree completely on Poise/Interrupt/Knockdowns too. I can’t describe how many times I’ve been mid combo with light fast weapons only for an enemy to ignore my attack entirely, and either kick me away stunning me and then wombo me to death.

Those little cross bow guys are absolute menaces with how quickly they will swap from melee to ranged attacks just to punish you mid combo, and it’s fairly aggravating when you are fighting 2-3 enemies.

Actually getting shot from off screen by those guys is annoying too… but staying on topic – hitting an enemy with dual daggers, and then starting the second attack in the combo only for the enemy to just instantly do a 180 and kick you in the face or swap to a crossbow and no-scope you mid combo is super irritating… Staggering enemies is super important when you’re using attacks with fast weapons because most of your damage is back loaded on the 2nd and 3rd attack in the combo.. so if enemies never let you do your combo,.. then combat always turns into “I dodge attack once and repeat until the enemy dies.” Which at that point you might as well be using a slow bursty two hander instead of a weapon that needs to combo attacks.

The boss in the Sewer is a great example of enemies kicking you with a very fast attack that does a lot of damage, and then one shotting you with a strong overhead slam attack while you’re stunned. I was a bit embarrassed at how many times that boss killed me on my dagger guy… cause I didn’t remember struggling anywhere remotely that much in the previous patch.

To add insult to injury, when I swapped to a Great Sword I absolutely smashed him into dust because the playstyle of “Dodge + Attack Once” workes really well for the greatsword, and not very well for the dual daggers… The impression I got was that light weapons that rely on combo attacks really need stagger damage more than heavy weapons… and the slower heavier weapons really rely more on using poise to trade/hyper armor so that you don’t get interrupted every time you swing.

I would love to see improvements in those areas.

I can’t speak for shields much – since I haven’t used shields much. I feel like Elden Ring did a good job with the counter attack system that made shields much more appealing / engaging to play around. The sound effect of the counter attacks were very satisfying.

Lots of interesting ideas here that I think would improve the game dramatically – or at least are in the same vein of thinking that I hope the devs are using for future improvements! +1

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Staff is the worst of both worlds.

Humongously slow animations with large animation lock making you super vulnerable as a cloth armor wearing mage, while the staff itself does little damage and focus generation is still low, since they changed it so most of your focus generation will come from parries.

But since you’re a light armor cloth user as a mage, you can’t afford to gamble on hard to land parries for focus because then you lose 70-80% of your life or outright die on top of being stunlocked by the hit you didn’t parry.

The Everfrost staff also has this horrendous attack chain where you actually kite backwards as you shoot the final ice projectiles with the combo, and all that does is put you two dodge rolls away from the enemy so you can’t punish the enemy now that you have staggered or frozen him.

Since enemies love to spam dodge dashbacks currently, the low reach and the fact your own weapon sequence forcefully displaces you backwards makes playing a staff using mage a nightmare.

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