# Outrageous wishlist after 60h gameplay

**URL:** <https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024>\
**Category:** Wicked Feedback\
**Created:** [April 27, 2024, 1:46pm UTC](https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024 "2024-04-27T13:46:17Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![Fundue\_gaminig](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/fundue_gaminig/32/4783_2.png) [@Fundue\_gaminig](https://forum.norestforthewicked.com/u/Fundue_gaminig)\
**Post date:** [April 27, 2024, 1:46pm UTC](https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024/1 "2024-04-27T13:46:18Z")

</div>

**Having a lot of fun!**  
It’s a great game, and even if they don’t make any fundamental changes, it could still become a 10/10 game.  
But.  
After **60 hours of gameplay** and experimenting with various builds, I’ve concluded that weapon and combat encounters feel too similar.  
While I appreciate the cool animations and skill effects, including the sound design, the overall experience lacks **diversity**.

When it comes to enemy attacks, there are two types: those you can **parry** and those you cannot.(the **parry** mechanic itself is fun)  
And it doesn’t matter which **weapon combination** you’re wielding, it’s always the best strategy to **parry** those you can, as it allows you to gain **focus** and unleash a powerful damaging ability.  
I tried **blocking,** but it’s better to just **parry.**  
I played a whole playthrough with a claymore without using **focus** once, but I missed out on utility and big damage.

**wishlist:**

- dont allow us to **parry** with every weapon
- Provide various weapons with **unique advantages** that players can experiment with

**Example list:** (these advantages could also be integrated as **enchantments** or **skill trees**.)

- **Daggers** deal bonus damage when attacking an enemy from behind
- **one-handed axes** and **maces** are effective at damaging **shields** , allowing them  
to be broken
- **Two-handed axes** could have a chance to trigger an **execution animation** when  
the enemy is on **low life,** similar to the backstab animation.(not interruptible)
- **Swords** deal bonus damage to **unarmored** (fleshy)enemies.
- **Two-handed maces** deal bonus damage to **armored** enemies.
- attack with some **Two handed weapons** are **not interruptible**
- and so on…

All of these things could also apply to enemies.

**Ranged combat**  
Another point is that the game is very **melee-oriented**.  
This further exacerbates the issue with **combat diversity**.

**wishlist:**

- Introduce **basic attacks** for **bows/crossbows.**
- Introduce **ammunition** (arrows, bolts) that can be crafted from materials like wood and feathers.
- Introduce **quivers** and **bolt bags** as offhand options; they could determine how many arrows or bolts you can hold.
- Make **crossbows** and **bows** distinct

**Example:**

- **Bow** are light weight,attack fast and can **crit**
- **Crossbow** are heavy, attack slow and can **pierce**
- give them a **reload** (drawback) animation with a **movement speed restriction** (the same as when you’re using an item)
- let projectiles fly slow
- give enemies the ability to actively dodge and block projectiles
- introduce enemy types that are particularly effective against ranged players.

**Magic**  
When I tried to play as a **mage** , I noticed that I was actually just spamming **parry** or **focus potions** the whole time. I think the **focus** system doesn’t work that well for **magic**.

**wishlist :**

- give **staves** (not all) a **basic free spell** and a f **ocus regeneration**
- introduce cast timing,damage numbers and animations that make sense in the context  
of **combat pacing** , ensuring that **magic** doesn’t become the **easy route.**
- give enemies the ability to actively dodge and block spells

maybe this will fix it :[https://twitter.com/thomasmahler/status/1784462047981249003](https://twitter.com/thomasmahler/status/1784462047981249003)

**As we predicted, lots of people would prefer not having to do a bit of melee to then fire off ranged shots. AS A TEST, we’ll soon have the Ranger’s ‘Arrow’ ability cost a bunch of stamina instead of Focus so that true Archer-Classes will become viable. If that works out and people like it, we can do similar things for the Mage.**  
**Crafting**  
I would like to have more control over the **enchantment** system.

You can socket your **gems** into a window by the **enchantress** before you enchant an item

The sockets are in the shop(enchantress) not in the item, so before you enchant you have a slight controll over the outcome.

It’s the basic concept of the current PoE league mechanic (Necropolis) or a baby version of it.

**The socket system on the item stays the same and it can still become purple or blue.**  
 ![sockel crafting](https://canada1.discourse-cdn.com/flex003/uploads/wickedforum/original/2X/8/8aba26f0514c57e86d9a128969f408a9fb75a96e.png)

**Passive Skill Tree**

Even if it’s just a small one, it tickles the **ARPG** spot in my brain when you know what I’m talking about.  
What could its purpose?  
To further specialize in **class fantasy** and unlock things that you don’t get anywhere else.

**Resistances/Armor/Ailments?**  
There isn’t much clarification on how all of these work and how player and enemies benfits from them.

**wishlist**

- Clarification if enemies have **resistances** or **armor** (and ways to penetrate those).
- ways to play **aliment builds** like ignite, **bleed** …
- more info on how these work

**Random wishlist:**

- dual wielding (They don’t need to make it so you can wield just every one-handed weapon with another. They could implement some pre-made sets, similar to how they do with dual daggers)
- wands
- unarmed damage scaling
- claws
- flails
- minions
- Of course more **QoL**

**Please let me know what you think or if you had a similar experience.**

I have great **respect for the Devs** , so if the feedback sounds harsh in any way, then I’m sorry it was not my intention. ( **English is not my native language**.)

Greetings Fundue

---

<div class="post-metadata">

**Author:** ![CatataFish](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/catatafish/32/10236_2.png) [@CatataFish](https://forum.norestforthewicked.com/u/CatataFish)\
**Post date:** [April 27, 2024, 2:00pm UTC](https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024/2 "2024-04-27T14:00:10Z")

</div>

I’m likening these ideas

> [@Fundue\_gaminig](#):
>
> **Example list:** (these advantages could also be integrated as **enchantments** or **skill trees**.)  
> - **Daggers** deal bonus damage when attacking an enemy from behind  
> - **one-handed axes** and **maces** are effective at damaging **shields** , allowing them  
> to be broken  
> - **Two-handed axes** could have a chance to trigger an **execution animation** when  
> the enemy is on **low life,** similar to the backstab animation.(not interruptible)  
> - **Swords** deal bonus damage to **unarmored** (fleshy)enemies.  
> - **Two-handed maces** deal bonus damage to **armored** enemies.  
> -attack with some Two handed weapons are not interruptible

---

<div class="post-metadata">

**Author:** ![Ketsi](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/ketsi/32/4412_2.png) [@Ketsi](https://forum.norestforthewicked.com/u/Ketsi)\
**Post date:** [April 27, 2024, 2:11pm UTC](https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024/4 "2024-04-27T14:11:18Z")

</div>

**Parrying**

i think parrying should be only with every melee weapon (not with bows or staffs), because parrying is a very fundamental mechanic so if melee lacks it no one will use that specific weapon, also parrying with weapon vs shield should have different impact and succeeding with parrying should always allow us to do critical damage.

**Skill Tree**

i would love to see something like this as well, upgrade with Plague Ichors

---

<div class="post-metadata">

**Author:** ![Fundue\_gaminig](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/fundue_gaminig/32/4783_2.png) [@Fundue\_gaminig](https://forum.norestforthewicked.com/u/Fundue_gaminig)\
**Post date:** [April 27, 2024, 2:14pm UTC](https://forum.norestforthewicked.com/t/outrageous-wishlist-after-60h-gameplay/8024/5 "2024-04-27T14:14:32Z")

</div>

i would love to see something like this as well, upgrade with Plague Ichors

I thought the same thing. 😀
