No Rest for the Wicked is NOT POE

I have seen a lot of the feedback in this game that centers around loot, RNG, and enemies. Among the feedback I keep seeing one theme returning again and again.

People compare Wicked to POE, or they suggest making the systems more similar to POE.

I would like to discuss my thoughts on the matter, and share some relevant information. To start, I will describe POE to the best of my abilities.


POE is a quintessential Diablo-like. The game refines the essence of the genre to an extreme level. There are some key elements of the Diablo-like genre that are explored to exhaustion in POE that I will briefly list here.

  • LOOT

In most Diablo-likes (starting with the origin of the genre Diablo) there is a clear design intention with loot. This design seems to be the structure where a vast majority of loot is worthless, and a small percentage of it is worth looking at to see if it’s good for your build.

This reminds me of Gacha games and casinos, where people are gradually addicted to the chance of ā€˜winning big’ while whittling away their time and resources grinding through piles of ā€˜losers’ and trash.

Some people really crave that addictive loop, while others are disgusted by it. This seems to relate to the individual, and their brain’s response to the stimulus of winning a roll occasionally.

  • BUILDS & DIFFICULTY

POE is kind of special in the way it allows the player to build almost anything, but it follows the same design paradigm as the loot listed above. Most of the nodes you can claim on the tree are weak/trash compared to the few really good nodes you chase after.

Gear is also part of your build, so everything said about gear also applies here. The best gear is highly sought after to complete your build, just like how the best nodes are rushed towards because they are the only things worth having. Everything else is trash.

One of the key elements of the Diablo-like genre that encourages chasing those pinnacle builds is the difficulty. This also ties into the loot cycle, since higher difficulties provide better loot. This just pushes players further into that need to keep gambling for gear.

Better builds mean access to higher difficulties which give better gear, and the addictive gambling cycle continues. As the ceiling for better gear rises, the floor remains the same. Because of this, you need to find exponentially more drops to get anywhere near the same chance to find those rare drops that are even worth checking. Most of those drops you check will still not be good for your build.

This loop encourages long term play, since it takes more and more time to chase those slightly better items that enable the higher difficulties which drop slightly better loot . . .

  • ENEMIES

This point is important, since everything above relies on it and it relies on everything above. They are tied together irrevocably.

You need lots of loot, so you need lots of enemies. Even in the very early game you seldom see less than 10 enemies on screen at once, and in the late end game there are so many enemies you can’t count them. (Even though they typically die off screen.)

Because you need such a high volume of enemies, the enemies need to be very simple and essentially take the role of pinatas. They exist so you can delete them and spawn that tasty loot. As such, if an enemy is challenging it’s typically optimal just to ignore them and fight the ones that are easier to kill en mass.

Bosses are a different story, since they are essentially your reason to build strong in the first place. Bosses are a ā€˜stat check’ to see if you invested enough into the rng to deserve to be at the difficulty you are on. Bosses are also a key source of special loot that only exists on higher difficulties. If you meet the check, you get a chance to roll that special loot.

Enemies are not supposed to be mechanical challenges in POE, they are supposed to be an opportunity to roll for drops.


No Rest for the Wicked diverges from the quintessential Diablo-like in nearly every way. Let’s start with the thing that is the most similar right now.

  • LOOT

Most of the loot you get in Wicked could be considered ā€˜trash’ but there is one real distinction.

The difference between ā€˜trash’ loot and ā€˜good’ loot is very small. It’s not like the vast majority of the drops you get are not even worth looking at while those rare exceptions might be useful. Rather, most of the trash is worth looking at to see if it was actually good.

This is not like POE at all. You want to check most of your drops just in case there’s an enchant you want to move or a facet you want to keep. Even selling loot is worth it, since that’s the primary source of silver in this game right now.

I fully expect the enchantment system to be reworked at some point, but I anticipate that the design philosophy will go even further from the typical Diablo-like formula, defining Wicked as a different genre entirely.

  • BUILDS & DIFFICULTY

In Wicked, even a bad build can make it through the game under one condition. If you, as a player, actually learn the ins and outs of the combat and the enemies. In this sense, Wicked is more of a Souls like game.

Some builds in the current state of the game absolutely destroy the current content, kind of like how a ā€˜good’ build in POE will destroy the base difficulty. The difference is, in Wicked the difficulty is not part of the game loop.

There is no intention for a player to finish a build on one difficulty and then clear the next difficulty afterwards. In fact, it seems like the intention is for a player to get comfortable in one difficulty and just stay there. Having changeable difficulties seems like an afterthought feature, rather than a core design element.

  • ENEMIES

In Wicked, this is where the meat and potatoes are. Enemies are challenging and interesting, requiring the player to pay attention and engage in the combat to be successful.

There are usually only 1-3 enemies involved in a single combat, and as such they cannot be reduced to simply being a loot pinata. In fact the most rewarding enemies are the ones that can truly threaten you, and the reward is the satisfaction of defeating them when your life was at stake. The loot is just a happy byproduct.

Bosses are just an extension of this. It’s not a matter of very weak but numerous trash with a stat check boss. It’s a matter of dangerous enemies that teach you mechanics, and bosses that test your application of that knowledge. This is, again, more like a Souls like game than an Diablo-like.


Wicked is not like POE. I would go so far as to say Wicked is not even a Diablo-like.

Wicked is something completely new. A fusion of elements from multiple genres, trying to find their place in the landscape among other games that exemplify their genres.

If Wicked were more like POE, it would lose that novelty. It would lose those Souls like elements. It would lose that new footing that it’s trying so desperately to stand on.

I hope the future updates make Wicked even less like Diablo, so the comparisons are even more divergent.

If, for example, the enchantment and crafting systems were completely overhauled and replaced with something novel. This would make the ā€˜at a glance’ comparison of POE to Wicked impossible. They would have nothing in common anymore, except the camera angle. (Which might be changing too? I could go either way on that.)

I feel I have made my point clear, but I am sure I will have to explain further as people provide their own thoughts and opinions.

(So what do you think. Should wicked even be called an arpg? Or should we come up with a new genre tag for the uncharted territory between that and a Souls like?)

EDIT: I have been told that Souls-likes are also sometimes referred to as arpg’s. As such, I have changed every instance of arpg in this post to say Diablo-like, except my closing statement, which is in parenthesis to show it’s no longer really apllicable.

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I too am seeing people using how POE does things as a justification for how things should be done here. I agree that this game should not try to be like POE. I love the combat. Not a fan of how mindless the diablo-likes can be.

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Souls-like

  • Harsh and Unforgiving combat: high-stakes encounters requiring pattern recognition, patience and timing.

  • Deliberate combat: requiring stamina management, where actions are committed and punishingly slow. It often centers on i-frame dodging, parrying, and blocking.

  • Only some souls-likes: Upon death you lose your currency/XP. You have one chance to reach your ā€œcorpseā€ to retrieve it, dying again loses it forever.

(I believe Souls-like Players Highest focus is put for the most part on PlayerSkill)

A-RPG

  • Real-Time Combat: Success depends on both player reflexes and character attributes.

  • Loot & Gear: Focused heavily on finding randomized equipment to increase power.

  • Character & Gear Progression: Leveling up/Upgrading to unlock complex skill trees and specialized ā€œbuildsā€.

  • Gameplay Loop: grind, loot, gear progression, complain..(the same gameplay loop even for most MMORPGs)

(I believe A-RPG Players Highest priority is on Character & Gear Progression therefore their highest focus is on gameplay loop)

Hack ā€˜n’ Slash

  • Combo Systems: Encourages learning every moveset and chaining attacks together for high damage.

  • Crowd Control: Mechanics designed to manage and decimate dozens of enemies at once.

  • High Mobility: Features like air-dashes, double jumps, leap large distances, gliding, (was gonna say bug abuse/exploits).

  • Technical Skill: Emphasis on frame-perfect timing and animation canceling over raw stats.

(I believe Hack’n’Slash Players Highest focus is on Combo System/movesets and Mobility which sometimes is tied directly to the Combo System)

Dont ask why i dragged Hack’n’Slash into this.. :rofl:

Its great to see that someone else also can see the similarities here between gacha and Loot as they are both ā€œbasedā€ on the same formula, however gacha is less punishing, than what loot can be in for example WoW or BDO back in the day atleast.. now they probably use similar pity systems like gacha’s do.

(unless you are talking about a gacha vending machine irl because those are very close to how Loot work in games)

Im addicted to RNG for a whole other reason than the expectation to win big, for me it just keeps the game fresh and a good balance on loot variety

Sorry went overboard off-topic i will blur all..

(Darksiders2 = Hack’n’Slash + ARPG, Nioh = Souls-like + Hack’n’Slash, Darksiders3 is a hybrid of them all)Darksiders2 very similar to wicked in how everything works.The enemy respawns works the same as wicked. In Elden Ring you go sit at a bonwhateverfire to respawn non-boss enemies which of course isnt similar to Wicked.. but it is also similar to Darksiders2 if you know about a certain unintended mechanic in the game which is Saving and reloading that save to force a respawn atleast it worked on xbox360 just happened to notice it by chance..

there however is a similar way to force respawns in wicked and its actually connected to save files but instead happens outside the game not really worth because you could corrupt your save files if you do it incorrectly.

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This genuinely made me laugh, but it also explains a lot. I guess it’s the hardcore A-RPG fans that are filling the forums with POE comparisons (the complain step in the loop)

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They might have different design goals but currently the game has all the issues of POE with none of the payoff.

Buildcrafting is fun in poe due the nuance between the interactions. This game only has basic RPG elements.

However, the results are unfortunately the same: Builds can trivialize the game. You can be literally immortal atm with the right enchants. It doesn’t get more trivial than that.

that’s a severe issue for a game that’s trying to be more combat oriented.

They need to redesign the gear system pretty fundamentally to make it work towards their goal instead of away from it, and I know how, but it seems like it’s just another thing I have to wait for them to update.

And as for the payoff. The payoff is it makes the game less interesting. In poe your character fundamentally changes how it interact with the enemy depending on which builds you make. in this game… you pretty much choose between killing faster and/or surviving longer.

I personally like modifying for convenience with stamina and focus management improvement, but when compared to almost instantly killing everything and/or - again - LITERAL immortality, it’s not exactly competitive. But it feels better. Which is more interesting. Which isn’t being rewarded. Which is a problem.

I’ll stop repeating myself now.

I have a build focused entirely on damage. It doesn’t feel any different than leveling with melee, but it made bows feel totally different. My defensive build feels totally different, because it focuses on parry or block. My stagger build feels totally different since I get easy back stabs for days with all the staggering. Being able to launch people off cliffs with stagger is pretty cool as well. The most powerful builds may all feel the same, but there can definitely be nuance if you build for it.

As a more average type gamer who did play POE but bounced off of it, I see little difference between how NRFTW and POE trivialize combat. Whether I do it in NRFTW by making myself immortal directly or do it in POE indirectly (I clear the map so fast that I’m doing it off screen and nothing has the chance to attack me in the first place, it’s already dead), it’s the same. Only in POE I can do it just by walking, whereas in NRFTW the combat is far more action oriented. Even if I did trivialize it by making myself immortal, I can still engage in the action type combat if I want to. In POE, I just walk. The main difference for me as a more average type gamer is that I don’t have to spend nearly as much time researching arcane webs of interactions to compose this type of build. And for me, that’s a good thing. Some people do want that, which is why POE is popular, but others are just drawn to NRFTW’s more action oriented combat.

I think the design philosophy that stands out for NRFTW and should probably be preserved is that the game world and models are more interactive, whereas POE’s RPG system and inventory is more interactive.

Perhaps my view of POE reflects how long it’s been since I played it, but I feel like when I watch footage of it now it looks almost exactly the same as it was back then. That said, the payoff for me now is that I can achieve some very strong builds in this game without hours of research and farming and still have lots of interaction with the game world. If the game were to lean more toward POE’s systems, I would be bogged down for so many hours in menus that I would spend much less time interacting with the world. That, for me, would be a massive turn off. During my current game play loop, on my lightest days, I still have multiple boss fights, hunt minions, craft gear, and harvest materials. If it were more POE like, I’d do maybe a fourth as much and spend the remainder of my time in menus moving gear around. Or in my web browser, doing research.

I don’t mean to dump on POE or the fandom here. I only mean to lend a different perspective, one that is far from that of the more dedicated POE player. I do still think that POE has plenty of interesting lessons that NRFTW could make great use of in the future, so please don’t take my thoughts as a dismissal of POE. I think the lessons we pick from, though, and how we implement them will make all the difference on the final product of NRFTW and whether it maintains its own identity.