Healing system feels frustrating

Hello and thank you for No Rest for the Wicked, which has a tremendous potential!

I would like to provide feedback regarding the healing system with an humble suggestion. I took the time to explain how I feel regarding the current system and I bet I am not the only player facing the same experience.

Encountering enemies or bosses and experiencing defeat multiple times is an integral aspect of the genre we refer to as ‘soulslike’ games. As a dedicated consumer of FromSoftware titles, I love to face a boss numerous times until I am victorious. However, the punishing system employed in Wicked is generating more frustration than the games from which it draws inspiration.

The requirement to backtrack to previous areas in order to gather resources for crafting healing items disrupts the cycle of attempting a boss repeatedly until the player wins the battle. This results in a gaming experience marred by frustration, as the primary focus should be on overcoming challenging opponents rather than gathering resources (after all, Wicked is an ARPG).

The current healing mechanic compels players to strive to defeat bosses without getting any damage, lest they be forced to expend valuable resources on healing items. This not only adds an additional layer of difficulty to the already challenging task of defeating a boss, but also limits the ability of new players to learn from their mistakes and continue engaging with the game’s core mechanics.

Veteran players who have already mastered the game should indeed be capable of defeating bosses without getting hit, but newcomers should have the opportunity to learn and improve their skills through trial and error without being overly penalized.

If we examine the soulslike genre, death often results in the loss of valuable runes, essential for purchasing items and leveling up your character, but you get back your healing potion stacks when respawning. I can’t help but wonder if implementing a potion system similar to the ‘Estus flask’ in Dark Souls might offer a viable compromise. Perhaps, acquiring a rare type of resource during a player’s playthrough to enhance our flask - increasing its number of uses and healing potency - could alleviate the frustrations associated with the current system? You don’t need to reinvent the wheel in my opinion.

Let me clarify, I believe cooking should remain a feature in Wicked as it adds depth to the game’s design. However, its purpose should be limited to crafting items that provide temporary buffs to weapons or characters rather than focusing on healing. This adjustment would maintain the appeal of the cooking mechanic while addressing the issues of resource gathering and frustration in the game.

I believe this change is crucial for both veteran soulslike players and newcomers alike. It’s unrealistic to expect a novice to the genre to endure repeated deaths at the hands of an enemy, only to then spend hours collecting resources to craft a limited number of healing items, just to face the same daunting challenge again.

As someone who has beaten all the Dark Souls games, Sekiro, and Elden Ring, I must admit that Bloodborne stands as the lone exception. Why? Because it suffers from the same issue as Wicked: the reliance on ‘Blood vials’ necessitates backtracking to gather them from previous areas once depleted, perpetuating a frustrating cycle.

I’m genuinely enjoying Wicked thus far, which is why I’ve taken the initiative to share my feedback on the current healing system and offer suggestions accompanied by reasoned explanations.

Thank you for taking the time to read through my feedback, and I would welcome the opportunity to engage in further discussion on the matter.


A suggestion…

When facing a new boss, don’t heal at all. Learn the moveset and die as many times as you need too. Once your comfortable and you feel there’s a chance you can win, than use healing items.



I appreciate the attempt to mix it up and try something new, but I think the gameplay loop and UX suffers a result. I can suffer through the gathering as I genuinely enjoy the game and the soulslike combat. But newer players will definitely give up after getting stuck on the first boss and running out of healings items.

The ideas above are pretty good, you get to keep the cooking and gathering systems in the game, and just turn the foods into various buffs, but I think the game desperately needs a change to the healing system.

The only other solution I can think of is maybe just returning any food items the player has used in the last combat on death.


The issue with this strategy is bosses have phase 2’s etc, which some players may only see after learning phase 1 and then losing their healing items.

I agree there is some level of skill issue in the game and there should be learning curves to the bosses, I just don’t think the game and player counts should suffer for the sake of elitism. I can see lots of new players dropping the game / bad reviews on launch because of the current system


Healing in this game is terrible, and it is excessive punishment on top of durability and crazy, hard to judge, fall damage.

The fact you don’t full heal at campfires or whispers is utterly mind boggling.

There’s several possible solutions. The game could simply pick a single system instead of trying to combine two.

Either I collect ingredients and can combine them for recipes, but don’t need a campfire.

Or I stop at a campfire and it restores my heals, ala more traditional souls-type system.

Alternatively, they could just make it so raw ingredients aren’t utterly worthless.


Hello, I get your point and I think it’s a smart way to avoid having to gather to many resources. Nevertheless, dying reapeatedly brings another mechanic which I think is outdated: the durability system.

The sole solution to your equipment breaking is to go back to Sacrament, visit the smithy, and pay a fee to continue playing, disrupting the cycle of attempting to defeat a boss (which is why I personally play the game). It doesn’t add anything else than making you stop playing, it doesn’t even cost much so what’s the addition to the game’s experience?

I’m not the type of player seeking a lower difficulty mode; I simply want to tackle challenging enemies without halting for minutes to gather resources and craft healing items or repair my gear to continue grinding bosses.



I would think loss of experience might be best with the possibility of reclaiming them after death or, not. :slight_smile:

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Thing is, if you can get to phase 2 more often, that is a cue to start healing as you get better. After the first boss though, there’s plenty of foraging to do and cooking too

Oh and the healing aura spell is game changing. Grab that from in the town

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I like the healing system a lot. The only problem I have with it is that you don’t find enough ressources to do “cheap” healing items in the T2 area.

It may be frustrating and you may have to “farm” if you lost a lot of healing items/component on an ennemy… But you can buy them, eventually.

I never really had hard issues… and in the most critical situations I just went back to T1 area to farm a bit.

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Yep. That’s what I did for the first boss. I didn’t heal the first dozen times I attempted him. I spent that time learning is moves which really aren’t that hard to avoid once you focus on learning them.

I also found that being light on my eq load was huge. The dash dodge worked really well for me, so once I basically got naked I beat him in a few more attempts. Only once I was able to get him to 50% health consistently did I start to use food for healing.

This is not a souls like. Players who treat it like one will have a bad time. This has a couple souls like ingredients, but it’s a new subgenre of action RPG.

Finally, once you beat the first boss and get to Sacrament, spent 1 silver and buy a Healing Aura rune from the enchanting lady. Also, look for an enchanted item with health regen. Doing either, or both, will put your resource concerns well behind you.

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Now that you put your finger on it, I can’t disagree. It is most the lack of cheap ressources than the whole healing system.