These are some points that, if addressed soon, could make No Rest for the Wicked a lot better.
They’re focused on immediate pain points—things the game is in dire need of fixing—not large-scale design overhauls or wishlist features like I’ve suggested in other posts.
Combat
Player:
[Revised and Edited]
- Animation cancelling is desperately needed. Combat currently feels punishing in a way that kills fluidity and meaningful reaction. Once you commit to an attack, you’re locked in, which leads to frustrating situations where enemies can punish you for simply pressing a button — especially when their attack patterns are unpredictable and fast. This creates a passive playstyle of wait → hit → retreat.
Charged attacks should be cancellable during the charging phase and regular attacks should have a small cancellable window mid-animation, maybe only specific frames (e.g. frames 3–5 of a 10-frame animation), and at a stamina cost. This would reward awareness and fast reactions without allowing spam or mindless canceling. You’re still paying stamina, which enemies don’t have to worry about, so the risk remains.
Done right, animation cancelling wouldn’t remove difficulty — it would just shift the challenge toward smart decision-making and timing instead of rigid commitment.
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Knockdowns feel terrible. Getting knocked down in a boss fight can easily mean death. Worse, recovery animations feel inconsistent. At the very least, players should have an option to react—like dodging out of knockdown at the cost of all stamina—so they’re not completely helpless.
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Poise clarity is missing. We need a clear indicator of our poise level (similar to equip load tiers). Poise should have clear thresholds:
- Light poise = interrupted by all attacks
- Medium poise = interrupted only by heavy attacks
- Heavy poise = only interrupted by super heavy attacks
This would make poise an intentional part of your build instead of a vague stat.
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Weapon animation tuning is needed. Some weapons have excessive startup or end lag, which makes combat feel sluggish and clunky. Combined with aggressive enemies and especially no animation cancelling, it puts players at a big disadvantage and discourages experimentation./
Action Queues Are Inconsistent and Confusing
The game has a very inconsistent action queuing system. Sometimes when you press an input right after another, it gets “queued” and plays out after the first animation finishes — even if that animation is long and you’ve already pressed something else. Other times, it doesn’t queue anything at all, or it randomly skips the second input. For example, you can press two attacks and spam dodge, and sometimes the game only registers the first attack and then dodges — other times it does both attacks and ignores the dodge. This lack of consistency makes combat feel unpredictable and unreliable.
To be totally fair, I’m not exactly sure what precisely is going on about the action queues, I just know that it doesn’t feel right for me and I’ve heard other people having the same complaint.
Enemy:
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AI tracking is too overzealous. Enemies track the player with robotic precision. This is most noticeable with ranged or charge attacks—like javelins—that feel nearly impossible to dodge unless you react after they’re already in the air. A more natural tracking system (e.g., losing tracking during certain moves) would reward clever positioning. This issue is particularly problematic, when the player has to face 3-4 enemies at once. They’ve all got pinpoint positional tracking on you so there’s no out-maneuvering them, you simply have to dodge. For older players like me with lower reaction skills it can be quite frustrating. Let me outsmart my enemies sometimes rather than out-skill them.
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Enemy aggression is overtuned. Enemies attack back-to-back with barely any gaps, forcing hit-and-run tactics. Combined with the punishing nature of knockdowns and no animation cancelling, this makes combat feel overly rigid. Scaling back the frequency of high-aggression moves would allow for more strategic engagement.
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Enemy poise needs better balance. Some enemies can be stun-locked too easily with fast weapons, making fights trivial. Others ignore all stagger entirely. Poise values should vary and scale intuitively, and enemies should sometimes disengage or resist being spam-hit by the same move repeatedly.
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Enemy damage is too high? Especially for cloth/leather users, many attacks—especially from bosses—can easily one-shot you. This wouldn’t be as much of a problem if other combat systems (like animation cancelling or poise tuning) were better. But in the current state, it feels overly punishing which further reinforces my point about combat being very hit-and-run centered.
Economy
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Vendor food is a tad overpriced. Healing items sold by vendors are a bit expensive, especially early game. A minor price adjustment would make healing less frustrating.
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Consumables are not worth the investment. Bombs, potions, and other crafted items require too many resources and only produce one item. This discourages use significantly, there’s no way im going to play the fishing mini-game and spend my valuable ingots to craft 1 bomb. No thanks.
Suggestion:
Increase yield (e.g., 3–5 bombs per craft) and reduce crafting costs. This would not only encourage use, but enable consumable-based builds to flourish. -
Fallen Embers feel valuable but get wasted. The drop rate is fine, but the current enchantment system forces players to burn through Embers for mediocre results. Since gear has a kind of linear progression even if you’re simply wearing cloth running out of embers makes it difficult to find upgrades without spending a lot of embers.
Possible Solution:
Improve enchantment usefulness, so each use feels impactful. This is better than simply increasing Ember drops. This is a kind of difficult point because it’s very much co-dependant on the enchantments, but i’d figure i’d talk about it because a lot of people seem to have problems with it. -
Gems are too scarce. Right now, gems feel way too limited considering how important they are for build crafting. Since they’re the main way to activate certain gear effects, it would help if they dropped more often or were more accessible through vendors or salvaging. This would encourage players to experiment more freely with different gear setups.
I want to emphasize that all of these points come from a place of genuine care for the game. I’ve had a great time with it, and I just want to see it reach its full potential. These aren’t meant as harsh criticisms but as constructive feedback based on my own experience and conversations with others who share similar concerns. I believe addressing these issues would go a long way in making the game feel more polished, fair, and enjoyable for everyone.