If this game were a purely single-player experience, and its goal was simply a straightforward hack-and-slash, then your point would be valid. Games with open choices, diverse experiences, and plenty of “discovery elements” tend to be more engaging. However, many ARPGs that attempted such open-ended design have made significant mistakes at critical points.
NRFTW is designed with multiplayer in mind, and the broader the variety of player choices and user base it assumes, paradoxically, the more regulated the freedom of choice must be. Limiting choices in a controlled way is actually the correct approach to pursue maximal diversity in a stable manner.
For example, in Monster Hunter, time attacks are a key part of endgame content. Yet, as I mentioned earlier, a mere 5% difference in DPS can create a situation akin to “weapon discrimination.” Every game has its own combat rules, but some players exploit abnormal builds that go beyond min-maxing and flaunt them as if they were legitimate cheats. This kind of behavior is not positive even in single-player games. Customization should allow meaningful variation, but it must remain within established rules.
In the current version of Wicked, balance disparities are already extreme when measured simply by weapon performance. This reflects recurring issues seen in Souls-like combat systems from Dark Souls onward. In Wicked, these problems need to be actively addressed. For instance, rapiers and magic/ranged attacks still provide abnormally strong tactics, even against Wicked’s monsters that are highly aggressive and numerically superior.
If PvP is introduced, I am certain similar balance anomalies will emerge, just as seen in Dark Souls or Elden Ring, 100% guaranteed. Whether in PvP or PvE, if the Souls-like system remains central to Wicked’s design philosophy, addressing this issue is not optional, it is a necessary, unavoidable challenge.