Friendly fire is a deal breaker

Just wanted to say that I have loved playing No Rest for the Wicked. I have been trying to get my friends to play it for probably a year now. You guys put in on sale this week and I finally managed to get them to buy into it. We get through prologue and are about 10 minutes into the beach and we find out that friendly fire is a thing. Well, that pretty much squashed the entire deal. All 3 friends have now requested refunds and to be honest, the experience pretty much ruined the game for me. I really hope you guys consider putting in a toggle. It’s just not fun. You guys released the “Together Co-op” branded update, but I will argue that together typically doesn’t involve smacking your friends in the back of the head so that they can get stunned and merc’d down by the boss that you’re actively trying to play together to defeat. Many people simply are not going to want that and are going to be turned off by it.

As someone who plays Helldivers 2 regulary, has over 400 hours in that game and friendly fire is ALWAYS On there - i know where you’re coming from.

I still would encourage it because it creates a totally different challenge. If you don’t have friendly fire it’s probably way to easy to burst bosses etc.

BUT i’m always for choice :slight_smile: Maybe it would be great to enable it for Easy and normal realms. Just for people who wanna chill anyway - but if you want that real juicy loot from hardrealms if think friendly fire should be a thing, you have 4 People doing dmg, so coordination is granted to ask in my opinion.

What do you think about that compromise? :slight_smile:

I like friendly fire. It makes positioning matter. It prevents coop combat from being mindless. It feels more “together” than without it, where you would basically be playing the single player game but with other people. Friendly fire requires coordination and makes coop feel much different than single player, which I think is a plus.

Oh I have no problem with it being a thing. I just think there should be an option to opt in for it. To me it’s kind of like forced pvp, some are going to love it, but it’s going to completely turn many off of the game

I don’t think its gonna turn off that many :slight_smile:
But maybe it does - we can’t know for sure because the Together Update was wildly successful and therefor Coop seems to be quiet important to the gamers.

Either way, we are in an agreement for it to be an option anway.

Suddenly i had another idea:
Instead of getting rid of it all together, you can adjust the Friendly Fire damage (25% / 50% / 75% / 100% / 125% / 150% / Instant Death) like a handicap to customize your challenge . Maybe in the Realm settings. So you could ease in beginners, but keep the actual design of Coop intact. When i think about it, i like this version the best right now.

Im just sharing some ideas just in case you want/need some inspiration while making your own Suggestion: To those who hate Friendly Fire i have a suggestion!

I really like what @Konrad suggested​:wink:

I haven’t tried it, but with the recent patch with across the board reduction in damage mitigation… did that make Friendly Fire even worse?

Damage was generally reduced more strongly than defences, so it has gotten ‘better’. The exception is endgame builds that previously approached immortality, and to those I say good riddance.

(How was DR reduced ‘across the board’? Wasn’t it just one cheesy enchantment?)

Nope. They did a very lazy blanket nerf of slashing everything by half. It wasn’t “balancing”, it was just blind nerfs.

Slashed the enchantments/affixes that give DR by half, slashed the elemental damage % by half, slashed crit chance and damage by half, slashed the gem values (if only elemental, black pearl) by half, etc.

You’re shifting the focus to other nerfs you dislike. DR was not reduced ‘across the board’, but in one specific enchantment, and indirectly through enchantment power.[1]

I disagree with the assessment that the nerf was blind. It was targeted at overpowered options that led to degenerate gameplay or removed choices. As far as offence is concerned, I’m very pleased with the nerfs to multiplicative damage-scaling stats.

Changes to enchantment power could be considered a ‘blanket’ nerf if one assumes that every build uses enchantment power. This is wrong, but shows how warping their influence was.

(I’ll concede the damage drop-off to bows might be a tad high and magic remains mostly cheesy, but I still think the bow nerf was far from blind and well deserved in intention.)


  1. I forgot about barriers at first. I suppose they went from grotesquely strong to just another enchantment-power enabler. ↩︎

I think for friendly fire, just like with outgoing damage, the poise damage should be significantly reduced as well.

It’s too easy for a player with a paddle/any non-staff 2H to make the game unplayable for a player playing gauntlets or dagger or wand unless you’re fighting a massive hitbox boss that can accommodate enough distance between players.

Making bows do full damage at point blank range, and having a spear have as much or slightly better range than a bow certainly wasn’t an “eyes open” nerf.

I would love to see the folks who made those changes setup their best bow build and beat a Crucible or Pestilence boss.

Archers have no close combat tools. You cannot parry or block with a bow, and simply trying to charge a shot means the enemy hits you at least 2-3 times; leaving you critical or dead. Combine this with the fact that you need to hold a button on controller to use runes, so you cannot roll etc if you get attacked and it’s even worse.

It is as if they just made a decision, and tested almost none of any related interactions involved. Very disappointing.

On the contrary, I think it’s necessary to limit bows to only doing significant damage inside a risky environment. I wish the same on magic-users.

You can parry with bows (also: backstab, plunge). At least I can – maybe it’s a timing issue?

Some bows have kicks and dodges as part of their moveset, you can slot kick runes in them, there are lots of runes designed specifically to escape melee (Trimshot) or to attack downwards (Skyfall and its elemental variants), requiring melee range.

Depends on your setup, I guess. It’s extremely fast with rapid gauntlets and a willow ring. I find it about as difficult as charging a one-handed sword without getting hit, and the damage of those decreases even more sharply with range.

You could let go of the button, and then dodge. Perhaps this is a timing issue as well.

(Apologies for going somewhat off-topic.)

Depends on the bow. Twinkling Short Bow Is Basically a Melee Weapon

This plays the same with the nerf, though does less damage of course because it was on a crit build. I’ve since moved the build over to physical damage and the bow is still effective like this.

Definitely really tough to complete the crucible without using any echos though, where as before it was mostly a cake walk. Just not enough damage there for the second half.