No Rest for the Wicked Together Update Patch Notes Sneak Peak

indeed sad but what about this? having a chance for it to go over the “normal maximum” isnt that bad or is it?

You might get frustrated when you only get random bad exalt rolls on the item
Same is still true if you could choose what enchants to exalt

i dont know if i want to choose my bad rolls because its still RNG..
so i like that they made it Pure RNG with an added chance for an exaggerated effect :grin:

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I agree with the Pros.

I disagree with the Cons.

I think when you consider that Exalting is now a random enchant boost it all makes sense. I’ll wait to see how it all pans out but that’s my guess regarding the new Ember system. Basically you got rid of the ember reroll spam (good thing, IMO), added agency with new ember system (good thing, IMO), but kept perfection to a RNG (for those that need the dopamine hit).

I’m fine with exp removal. You could hit max level in 2hrs with all exp buffs on gear and using hardest difficulty and I’m not even that great at the game.

Maybe I’m just never noticing it, but I’m over 300 hrs in, but where in the game is this information made available to the players? I don’t see anything in the game stating this mechanic exists, or what I can or can’t roll when enchanting/using embers.

”Group (column on the sheet) - An enchantment that shares a group with another enchantment cannot be found together on the same item”

Hey Warlan,

Long time no see.

I’m not sure if you played the beta, but a lot of these systems were available to test, and I did a lot of that. So my response isn’t exactly “without” testing. Even without testing, some conflicts and exploitation opportunities are easy to spot when you have spent as much as I have trying to do exactly that.

Elemental resistances were removed and replaced by stamina/focus adjusters.

While exalting did have an effect on the items power band, magical and plagued high-roll items still exceeded boss and mob power bands’ logarithmically; even without exalting, the new armor pen and crit affixes were unhinged. On top of that, now there seems to be two pathways to exaltation. With the unregulated modding scene and realm scumming wide spread, I will maintain that removing of re-roll cap that was in the beta and adding infinite agency in the form of special essences virtually removes gear hunting and replaces it with a completely deterministic crafting path. Now can they control it? Yes, they will have to control ember drops. But then, the chances of a casual player finding something exciting will be even lower. I do not think deterministic oversight is good for the game. That’s my opinion.

I love crafting, but this crafting system-in it’s current iteration could use much more improvements. So I don’t understand how can you say getting the perfect gear was easy and that this is an improvement, because getting the perfect gear is now even easier.

I don’t care all that much about the timer removals to be honest. But sometimes it about the direction that changes indicate that show sign of concern, more so than the change itself. Subtraction is not a productive way of problem solving in my experience.

Hey BlackWaterPirate,

Yes, Long time no see!

I played the PTR and unfortunately was knocked out for two weeks with a bad flu during the beta.

So that is bad then if elemental resistances are gone. Maybe they can add it back in a later patch.

With respect to the crafting, I didnt think the new ember system was in for the beta, my bad if it was. That’s where my comment about maybe being a little rash was coming from. So I’m not going to get too crazy about it until I actually test it. I will say that the pre-beta of reroll spam was bad, boring and ultimately unfun. It’s possible the cap was actually a good system and perhaps could be re-implemented with the new ember system. Perhaps a void ember could reset the # of times you can enchant a piece. If the whole system becomes too easy then yeah, it’s not good. Do we even know how the extraction ember works? Does it randomly insert over another enchant? Do we know how rare these embers are? There is still nothing to stop people from farming gear though. It may be that crafting or farming gear is easier than ember farming.

I could see a case where perhaps extraction is a bad idea. Perhaps it gives TOO much agency to the player. I suppose it depends on how it is applied to the item. If it’s randomly replacing another enchantment then perhaps it will be ok. If you can extract your enchants and insert them all in guaranteed, then yeah, that would be a bad system.

If all of this is already known and was on the beta than disregard my comments. :slight_smile:

We should play some co-op and we can bitch and moan in chat. :slight_smile:

That’s exactly how it works, unfortunately.

We will definitely play some co-op together.

You need to come back on Discord.

I don’t think the embers change will do much if facets are unchangeable and will still totally brick an item.

If I get an item with a facet that makes it apply frost/shock build up and none of the rest of my gear or runes are tailored for that build up or combo, my item is effectively bricked.

Doubly so if it’s an item that reduces attack speed via facet, because longer animation locks or lowered poise damage are too big a penalty to tolerate in a game of Wicked’s current tuning.

I also agree with the observation that adding all these different embers just exacerbates the abysmal inventory management system we currently have.

The player’s baseline inventory slots are already minuscule and constantly led to straight up deleting valuable items from the inventory just to make space for some rarer item.

Because you make fast travel so restricted, but make filling up inventory slots so trivial with the complete exaggeration of material and consumable variety, the player flow is constantly interrupted with having to backtrack to a whisper, go to Sacrament, and spend 5+ minutes depositing mats in the communal chests and selling across two parts of the town to clear half of your tiny baseline inventory.

And in another 15-20 minutes of play your inventory will be all filled up again, because there are so many damned material and consumable types and gear drops with no easy way to convert excess gear or material drops into salvage mats or coin outside going back to town, which isn’t easily available unless you reserve a utility rune for the return spell.

Inventory management in this game is highly tedious for no reason, aggravated by lack of convenient fast travel to alleviate inventory problems that exist by design.

Adding 5 different ember slots will make what is already an inventory nightmare even more of a turn off.

Please, just let us bring our builds online without all the BS RNG fishing. I play the game for the fantastic combat, not for the loot casino chasing. I want to swap functional builds and experiment easily. I don’t want to grind to try out new builds without heavy handicap on performance. This creates a high entry barrier to experimentation.

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Im there! just not every day.

Sounds like the crafting system needs another pass, or two.

I would actually prefer if they removed exalted feature instead of having this version where you can go over the “maximum” value.

I would hate if they would break builds because they are too overpowered with specific exalted god rolls. I dislike item stat RNG in games because it feels like a cheap implementation of an artifical progression, but I would prefer a full RNG enchantment system with no rerolls instead of what we have now.

On the bright side, removing the rng stat roll on the gems is an amazing change, and I hope that it is permanent.

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“Bosses are no longer fully staggered from parry”

Been play the update for a bit now, are bosses/elites also suppose to take NO poise damage whatsoever from parries or is this a bug?

If so what’s the point of landing a parry on them then? Feels very unrewarding now. “Not fully staggered” is fine, but no Poise damage AT ALL makes no sense to me.

Also really frustrating trying to pull offa backstab on them now cuz all other ways kill them too quickly without stance breaking.

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Thanks so much for typing that out, you echoed my thoughts exactly. Instead of just reducing the RNG, they added 5 more items to somewhat alleviate it, and then also added new permanent RNG with facets that cannot be changed.

It’s almost like ‘Oh, the game might be a bit deterministic now, let’s mess that up!’.

The game is in an identity crisis where it wants to be a gacha ARPG and also have souls-like combat. Unfortunately, there is no room for such tedious grind and RNG in a skill-based game.

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Even if the game wasn’t skill based, this “reckless” interpretation of the RNG wouldn’t be considered enjoyable.

Every time I find a weapon that I like with effects that I like except one I try to use the embers and I am always disappointed, stuff like “10% reduced weight”; “increased durability” or “get 4 focus on staggering an enemy”, they’re not even real options they only increase the RNG, Essence Embers are super rare until the late game.

The enchantment system experience is terrible and the new Essence Embers only help in the late game.

They are still very far from solving the problem.

As if that wasn’t enough, the new effects of the gems (those that enhance effects based on certain conditions) replace effects existing gems, making the gems even less diverse, and less creative.

But despite this, building with gems remains a much better experience compared to the enchantment system.

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This is so true, there are so many bad Enchantments that make the RNG feel even worse and discourage you from trying out new weapons until you reach endgame, but it is a slog even then.

A fix to this issue would be to remove the clearly bad Enchantments, give all of them fixed % values instead of a range similar to Gems (like only 10% instead of 5-15%). Have the option to Exalt the Enchantments in endgame so they upgrade to a new higher fixed value once, kind of like the old Exalting.

Add the option for Eleanor learn an Enchantment from an item that can then be freely applied to other gear, kind of like an Essence Ember that does not get consumed. She could charge Fallen Embers to learn an Enchantment in this way.

Instead of the Magic and Plague Embers, perhaps Eleanor charges a higher fee for Enchanting an item to Plague, but it is not a roll of Magic/Plague with this option.

This way there are lesser items that clutter the inventory and confuse new players. It also adds value to Eleanor’s shop.

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Yours is a ok solution, But if we have to go into details you already know that my idea is this: The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA)

I’ll update the topic again to add the embers criticism, I’ll put the beta criticism hidden behind a drop-down datils (since it’s no longer relevant).

And I will also criticize the new list of enchantments, but maybe I’ll post it in another topic.

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Parries are almost useless against any upper tier or boss in this update. I get they can’t let co-op squads take turns on heavies, but this is ruining the solo experience, on top of the extra punishment for missing a parry. I’ve never been able to ‘spam’ parry since launch and I play on controller.

Also, every faction being elemental infused is so BS. Risen are all landing burn damage in the early game.

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