Late-Game Feedback (Level 30, Short Session Player)
Quick Summary
I love No Rest for the Wicked - the combat, feel, and world are exceptional.
In the late game, though, I often feel overwhelmed rather than empowered. The game encourages experimentation, but systems around gear, economy, and death make experimenting feel risky, unclear, and time-consuming - especially in short sessions.
Player Context
I typically have 60 - 90 minutes on weeknights.
I log in wanting to:
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try new weapons
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experiment with builds
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explore new areas
But I often end up:
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managing inventory
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second-guessing systems
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sticking to safe builds
Sometimes I stop playing not because it’s too hard, but because I can’t confidently engage with the systems.
Core Friction: Experimentation Is Discouraged
The game clearly wants build experimentation, but several systems push against it:
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upgrades and respeccing cost valuable resources (embers are way to rare to burn without a predictable outcome)
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gear systems are complex and hard to reason about (builds are facets, gems, magical/normal/plagued, trigger events - it’s too much)
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failed experiments are punished quickly (just last night I tried a health regen build and it not have gone worst)
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inventory and economy don’t support iteration (have gold, have loot, but I want/need materials and resource to try and tweak builds)
This creates a loop of:
collect → hesitate → store → avoid experimenting
1. Gear Systems Are Deep but Hard to Understand Together
Weapons combine many systems (damage tied to stats, crit/triggers, facets, enchantments, gems, plagued modifiers), but:
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it’s hard to tell what makes something “good”
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interactions between systems aren’t clear
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outcomes of changes feel unpredictable
Result: I collect interesting gear but struggle to form coherent builds.
2. Gems and Build Crafting Lack Clarity
I have many gems but don’t feel confident using them:
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synergy is unclear
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value vs other upgrades is unclear
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results feel inconsistent
They feel more like random modifiers than strategic tools.
3. Inventory, Economy, and Crafting Don’t Work Together
Late game creates a fragmentation problem:
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I hoard large amounts of gear “just in case”
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I have many 20+ storage chests across houses
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gold accumulates but feels less useful
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rare resources gate experimentation
Managing gear becomes mentally exhausting, especially in short sessions.
Suggested Direction: Unify Systems Around Resources & Vendors
A more cohesive loop could be:
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dismantle gear at vendors → gain useful resources
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more resources available to use → more experimenting and crafting
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**manage systems storage and resources/materials through vendors, not storage overload in my house
**
Vendor-Centric Flow
Rather than my multi-house storage system, let’s use each vendor to become a hub for a system:
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store relevant gear with appropriate vendor
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dismantle items into resources (no sacrifice aspect, you can claim all resources/materials back, penalty free)
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upgrade and modify items (mostly as is, but ability to hot swap gems to tweaks build without sacrifice aspect)
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trade/barter materials (no gold/silver/copper - just swapping resource for resource, like Irmgard already does.)
This would:
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reduce storage clutter in my house (leaving room for comfort buff items)
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make loot immediately actionable
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align economy with crafting (Do Cerim’s need gold to kill, or better gear?)
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support short sessions (I don’t even 75% my gaming time reading gear text)
Homes then become curated spaces, not warehouses.
4. Stat System Limits Weapon Exploration
Trying new weapons often requires respeccing, which costs resources (embers).
This discourages experimentation and pushes players toward fixed builds (I love to play two handed swords, but I want to try wands every now and then).
A hybrid system where all baseline stats increase with each level, allows me to hot swap stat-locked weapons, then an additional flexible stats-pool could allow me to buff that one stat that is really holding me back/needs a boost. That system could support both identity and experimentation.
5. Combat Is Great but Ends Too Quickly
Combat mechanics (parrying, timing, positioning) are excellent, but:
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fights often end too quickly (mainly not in my favor), maybe 400% more hp would allow us to slug it out a bit more to get to know each other better.
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skill expression doesn’t always have time to develop (sometimes I just want to study the enemy, but I can’t when they keep killing me too quickly)
Slightly longer encounters could better showcase the system’s depth.
6. Enemy Design Rarely Forces Adaptation
Most encounters reward the same approach (hit them harder and faster than they hit you).
More enemies with unique mechanics (enemies that invoke movement penalties or disarm main and secondary weapons or enemies that only take specific elemental damage, etc.) could:
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encourage build variation
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make gear choices more meaningful
7. Death Punishes Time, Not Decisions
The current death loop mainly costs time (backtracking) rather than player choice.
This is especially frustrating in:
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platforming slips (allow the character to automatically grip the edge, and then if there’s enough stamina, allow them to recover)
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near-win fights (I’ve almost killed the mutant bear boss so many times - let me prepare for for morere-group and a re-try)
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repeat attempts (e.g. Crucible, please don’t send me back 10 levels for the 10th time and expect me not to rage quit)
Possible improvements:
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ledge recovery for small errors
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localized respawn options for reattempts
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using resources to allow me to prepare a spell or counter measure to try again
This would shift death from repetition → decision-making.
8. Limited time World Events Could Encourage Revisiting
Areas cleanse of plague currently lose value (because the rare resources they yield are now hidden behind a time-gate or a resource burn), but if a recently cleansed area became a “blessed” state it would encourage exploration to find special vendor and the farming basic resources( with better chance of more rewards/yields):
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increase resource drops
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improve loot chances
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introduce unique vendors
This creates a loop:
clear → transform → revisit → benefit
It would also support farming and experimentation more naturally.
Final Thought
The core of No Rest for the Wicked is already exceptional.
The main friction isn’t difficulty - it’s that the systems surrounding experimentation, progression, and inventory don’t fully support the way the game invites you to play (from my perspective).
If those systems were more aligned, the late game would feel far more fluid, rewarding, and expressive.