First Preview of our Class System

Yes, it’ll be the same as it’s now. Each Armortype will come with its own traits that can be unlocked, so if you wear a bunch of plate armor, you’ll get those traits, etc.

I think people have a fear based on existing class systems out there that are insanely limiting, but that’s not what we’re doing. We’re just trying to improve upon a system that we use that’s become a standard and we just think that there’s a better way to do this stuff. That’s all.

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i feel like in order for this system to TRULY shine, the different armor types need more identity. currently it’s just more defense in exchange for more weight, but here i truly believe you should take the extra mile to set them apart.

edit: nevermind, forgot to read like an idiot, see you’re doing that just above.

EDIT 2:
i see that all of the classes here are all one armor type, and i think that’s odd, what about mixtures? say i prefer half cloth half leather for a monk, for that bit of extra defense.

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The defense could not be needed depending on class passives and traits.

For all we know, monks could be receiving certain damage reduction passives when wearing cloth armor, etc.

Either way, it’s better that enemy damage be properly tuned so cloth wearers don’t feel like they’re being punished for wearing cloth, rather than players feeling like they have to wear mesh or higher to not lose a third of their HP to one hit.

Which to the credit of hotfix 3, they mostly did.

There are a few outliers like the glaom goliath mobs and similar fat bruiser types still hitting pretty damn hard (the balak taw goliaths as well) as well as the knight enemies in the Crucible.

The plague doctor fire spits for the bounty plague doctor lady is also hitting like a truck even at 60% fore resist.

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Yeah you answered it down the line for another comment.

And though we as player got a lot of wishes and are entitled.
It is still your game, your vision.
Do not stray too far from that path.

Also looking forward to see what chaos multiplay can bring.
Alrrady gift two copies away.

lør. 10. maj 2025 01.06 skrev Thomas Mahler via No Rest For The Wicked <notifications@wickedforum.discoursemail.com>:

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You’ve sold me on the features vs stats. It’s inherently more interesting to pick something like lifesteal or attack speed over raw stats. I’m very interested in seeing where this new system goes and trust y’all to knock it out of the park.

How exactly will equip load work under this new system? Will I still be able to avoid fat rolling in mesh armor like I can now? That’s one of my only major concerns.

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I’m also on board for this idea. The more you describe it, the cooler and more fitting it sounds.

“In comparison with FFT, we’ll not force you to make a hard jobs / class switch, which then changes your equipment - instead, we’ll just allow you to equip whatever you want (as we do right now already) and as you use your equipment, you will automatically advance that class and will then be able to get skills and traits associated with that class.”

So basicly, in a sense, the class/Jobs are more like some kind of skills tree? If that is the case sign me in! When you first mentionned FFT, I immagined something realy similar where you can switch jobs and unlock things by leveling them but ultimatly limite the character a lot depending of what job you use at the time.

But it leave me with one other question. How will you cap all that? Will there be a limit of what skills you can unlock/active at the time?

How about instead of removing attributes completely, lets find a more suitable leveling solution.

We keep the attributes, but we remove Health, Stamina, Focus and Carry Weight attributes. Each time we level up, these 4 attributes will automatically level up too.

So all e.g. level 10 will have the same core values (Health, Stamina, Focus and Carry Weight). But we still get 3 points to put into attributes based on what weapons we want to use thus still giving players some level of control over their build.

Alternatively, we keep the same attributes with an increment to all attributes, each time we level up. But we still get 3 points to put into any of the attributes. This will prevent players from being left behind because they have allocated the points wrongly yet give us the freedom to experiment and make our own build. For example, we can have choose to pump extra points into health and make a tanker or on strength to deal more damage.

In both cases, the values will be determined by your team after much testing and feedback.

As a Monk in cloth+Fist Weapons (70load) you need only 3 Points in Equipmet Load for a Light Roll.
As a Leather class like the Fencer (120 load) you need around 19 Points in Equipmet Load for a Light Roll.

In the current attribute system leather armor is not good and every class inherit this disadvantage.

Maybe you need more Milestones on the equip load bar like Endurance Regeneration or Runsped.

I’d like to share my thoughts on the Necromancer class, especially considering it’s a summoner archetype. From what I’ve seen so far, Rest of the Wicked doesn’t follow the same design philosophy as games like Diablo or Path of Exile, where the screen is constantly flooded with dozens of enemies.

Encounters here seem more focused usually featuring 1 to 3 enemies, maybe up to 5–7 at most?. Because of that, I believe having too many summoned minions could throw off the pacing and the tactical feel of the combat.

Now, if the game supports up to 5 players and I think I heard that’s the case and each of them had 2 pets, we could end up with 10 extra units on the field. That feels excessive, especially for a game that seems to favor tighter, more controlled engagements.

In my opinion, it would be better to limit each player to a single summon at a time. That way, summoners still feel impactful and thematic, without overwhelming the battlefield or the AI behavior. It also helps keep the visual and tactical clarity during fights, especially in co-op.

Just a suggestion from someone who enjoys summoner classes but also cares about game balance. Curious to hear other players’ thoughts on this!

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Yeah from the answer you gave in this post, it seems promissing.

Hope the choice of a class is like elden ring/dark souls where you can’t try the weapons/playstyle before chosing your class.

A space were you can try out the classes with a trainning dummy and maybe a npc that explain your class would be nice.

And while you are at that trainning place, maybe explain wtf is a cerim and why you are going to scara, from what I remember it’s not quite clear at the start. ^^’
Having a senior cerim explain it to you (althrough they are mute?) or having something to read about it at the start would be nice.

Thanks for reply! Anyway we need more info of course. At this point we can only do conjectures.

My only real fear is that (And I have already experienced that as game designer) adding layer upon layer on an already complex and convoluted system/program might bricks and weakens the very cool basic system, wich one is on itself ALREADY totally functionnal (needing a lot of tweakings of course) in NRFTW !

I wish you well and I already think that this game is something new in the gaming field, and I have high hopes that you’ll deliver on it haha !

PS : The world design is top notch, and very , original, anyway I have some concerns with it, mostly around the Cerim identity, and now about the “class”. But it’s another subject and maybe we could talk about it in the future ?
Keep your phenomenal work up!

Like set bonuses?

Not a critique, just curious.

Hey. Wanted to share some thoughts on this.

First of all, thank god for trying something new. It’s not that I feel like attribute system is the worst thing out there, but it’s slapped on every game not because it’s that great, but because it just involves least amount of effort and it just… works. It’s probably least refined thing in Souls games in general. Best case scenario? Maybe you’ll manage to make an impact and inspire other games to try out something more elaborate than attribute system or traditional class systems with talent trees.

Thoughts on FFT system specifically

I like in particular this idea and I really hope that you’ll also have unlocks based on previous classes. Perhaps this is a bit out there, but for example you level the class towards a certain threshold (which doesn’t have to be the max level) and then you’d have to do a feat that proves your mastery within that class. And that is needed for subsequent class unlocks. And perhaps maxing out the class completely would instead unlock that class for subsequent playthroughs from the get-go, or something.

There’s also Fell Seal which uses very similar system to FFT, but the reward for mastering each class (besides the skills themselves) is passive bonuses. I don’t think it’s particularily interesting, but a worthwhile mention perhaps.

Just a reminder, the FFX-2 system also exists

Let’s just begin by saying that this system would not fit at all with what is planned and you’d be crazy to do it, but… FFX-2 system for classes is probably among most potent ones there is.

Just like you have jobs in FFT, you jave dresspheres in FFX-2. But the way you use them is different: you equip dresspheres in your garment grid, which can house many. During combat, you can switch between these different classes fluidly. Also, between each class node, there’s also a “gate node”, which grants you some kind of bonus when you go through it. Some of them have like 4 gates that you have to go through to get some really potent bonus.

But… in practice, this system really doesn’t have that much depth in the game, which I think comes down to execution and traditional problems where optimal solutions just remove the depth. Doesn’t mean it has to be copied 1:1, though.

Also, consider additional things with the class system.

A roguelite mode where you could unlock classes in your runs. Arena-based PvP where you get to do rounds and buy/select classes between rounds. Randomizer runs. You could also gate specific classes behind challenges. As long as the classes themselves remain relatively simple and impactful, you could get a lot of mileage out of elaborating on it in future.

EDIT: By the way, I’m bit shocked at the x responses Thomas got with the post. A lot of complaints about dumbing down and all that. I guess you didn’t dumb down the (rather obvious) points and the idea enough for the intelligent ragebaited gentlemen to understand. It’s legitimately a little sad.

I think launching something at the same time as the class system can make the game more playable: weapon mastery. Weapons gain mastery experience by killing enemies, increasing a small amount of the entire category’s attributes (all greatswords), and improving the attributes of the weapon alone. For example, I use the initial greatsword to kill countless enemies and reach the 100th mastery level of this weapon, and the 100th mastery level of the greatsword category. At this time, when I use the initial greatsword, I increase the stamina recovery speed by 20% and increase the damage caused by 10%. (The mastery effect of each weapon can be different) The entire greatsword category of weapons can reduce stamina consumption by 10%. (The effect of each category can also be different). There are two options for experience acquisition efficiency. It is easier to reach the maximum level of weapon category mastery, but it is difficult to reach the maximum level of a single weapon mastery (for example, I explored all the maps and plots from beginning to end, and the single weapon mastery only increased from level 1 to level 30, and the more I upgrade, the more I need to upgrade), but my weapon category mastery has been upgraded to level 50. So in this way, the bonus of the entire category should be less, and the bonus of a single weapon mastery should be more. The opposite is another way.
Here comes the point: the weapon category corresponding to the profession, or a single weapon specialization, gets an additional 30% or 50% effect improvement. In other words, if I use the mage profession but use a two-handed axe, then the full-level specialization can provide 10 points of panel damage.
If I use a barbarian and use a two-handed axe, the same weapon specialization can provide 15 points of panel damage

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all u had to do easier reset stats + increase weapon drop loot and let people have fun and theory craft the game. this is how community thrive and many content creator contribute to theory craft + more LORE.
u literally doing backward.
simple give people what they want MORE LORE + MORE LOOT + MORE FLEXIBLE.
u wasting your time, money, and resource doing thing people don’t like.
this is anti fun and anti creative.

More Weapon choice because Mainstats influence secondary Stats
You can negate a unused secondary stat witha red Armor Enchant

You play Barbarian between Str/Dex with leather but you have too much Equip Load because of Strength?
No Problem use -Equip Load enchant has malus for equip without negativ impact and more positive enchants.

Lol, Im glad you’re not a game designer. Well, you wouldn’t be rather with simplistic takes like this.

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Im taking a guess here, this new system will allow a player to play one character and keep grinding until they unlock/achieve max class lv on everything. Then it’s just a matter of gear switching at that point to try new build. And maybe respect inside the tree

maybe the end result will look like
-plate armor tree
-mesh cloth tree
-leather tree
-cloth tree

And then each weapon got their own tree as well.
Maybe there could be some nice major node in the tree if you match specific armor type with specific weapon type etc

But then, we’ll have to see how the passive/class tree look like as the current stat system is very barebone and there isnt much to put on the tree that doesnt already exist as enchantment or echoes :thinking: