Parry, enchantments, crucible.. feedback/ideas after endgame (co-op during 25 hours)

I’ve seen a lot of complaints about a few things, like parrying or embers, and people tend to think that 99% of the community feels the same way, but that might not be the case, as those who are happily enjoying the content are often “less noisy.” I’ve been silent because I had almost no complaints about the update. I enjoyed all the content with a friend, and now that we are in the end game, I want to share some thoughts:

  • Parry: It feels good. I have zero complaints. I’m not even a good parry player, and I think it’s quite easy to pull off parries in Wicked.

  • “Perfect gear”: I can totally live with an item that isn’t perfect, and if I do get one, I want it to be a rare situation. I don’t want to min/max my character in just a few days, ideally, I’d like to spend at least a few weeks or even a month. I don’t understand the people who want to rush all the content without enjoying the journey.. And to be honest, me and my friend, who is a brand new player, had almost no issues beating the current campaign on the hardest difficulty, and we were able to beat the max-pestilence endgame boss with our current characters at level 28, without a real build, just random fire dmg stuff with almost no gems in the gear. (Don’t know if at level 30 it will be scaled to hell difficulty)

  • Enchantments: Be able to see which enchantment could be applied before using an ember. Right now, I never know what I might get, so I reroll blindly. And like others mentioned in chat, it would be great to choose between keeping the current enchantment or replacing it with the new one.

  • Crucible:
    I know it may be hard to balance in co-op, but dying because an enemy pushed you off a cliff and leaving your teammate alone in the Crucible without being able to revive you didn’t feel great :frowning:

  • Fast Travel:
    We just used the main whispers and sometimes, none. We avoided using the others because it feels great traversing the map with all the clever shortcuts that are placed. In the meantime, we can gather some wood, food, etc.

  • Utility runes:
    My teammate wanted to be a cleric, but he didn’t know how to increase the healing of the AoE utility rune. So he just went with a dex build and left that utility rune at its base value. It felt like a Pyromancer in DS1, broken even without spending any stats on the spells, just the default value.
    In my case, I never use other utility runes, just the self-healing one. In my opinion, dedicated button/slots for utility runes were never needed.. In the old build, I could just bring a “support weapon” with a few runes, one for healing, one for the “lantern”, and it was really simple. I understand that this change was added because some players missed that a really good self-healing rune was sold by Eleanor in the town, but I believe that players should invest a little time trying to learn a few things instead of getting everything from the start just because they don’t read :confused:
    But anyway, this doesn’t hurt anyone. The only thing that bothers me is that sometimes I misclick and heal myself when I actually wanted to destroy the enemy with a rune attack, but that’s my fault haha.

  • Ideas for future updates:
    Items should have at least one enchantment slot to unlock, but not through embers. With a profession system, it would be great if +1 enchantment were only available through professions, so you could ask your blacksmith teammate to improve your weapons or your tailor teammate to improve your cloth gear.
    For solo players: Allow this via a realm modifier so the option is available directly in the shop, or allow players to learn all professions at once.

    • Embers should reroll enchantments, but not from a simple menu, in my opinion that feels a bit artificial. I’d love a place in town with a nice animation, like a ritual with smoke particles and the item placed on a cool table, altar or tomb.
  • Class system:
    Just to mention, I can’t wait to see this system. I was a bit stuck on the stat system opinion, but the more I played Wicked, the more I realized how much the class system is needed.

And that’s it, the co-op experimental build is amazing! I took a week off, and I was a bit sad because I had a really bad cold and had to stay at home, but the co-op saved my holidays. Thanks a lot! The quality of this game is mind-blowing.
Merry Christmas, Moon Studios <3

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I’ll try explain what are the problems, and why is everyone complaining:

  • There is no longer a satisfying moment when you have “completed a build” even if you max out a weapon with all the effects you want, and you do the same for the entire build, the exaltation doesn’t max out all effects now, instead it doubles stat at random, and so you will never have clean statics that are not influenced by RNG.

  • This system punishes players who want to customize their build. Having the aesthetic look you want is unfairly punished by the game, choosing the armor based on the effect is much easier than taking the armor you like and putting the effects you like on it. Spending months to get the effects you want on the weapon you want and the armor you want is an exaggerated amount of grind, especially when you can get an equally strong blind simply by exploiting what the RNG gives you.

  • Many players want to do more than one build, and have a well thought out build where your weapons and armor synergize, but right now doing even one of these builds is an incredibly slow process, and doing more than one is out of the question for 99% of players, even those who don’t have an infinite amount of free time.
    Many players want to change builds quite often, some every week, some every 3 days, some every day. These players who like to change and test can’t even consider that kind of farming just to have a complete build.

  • The Game has to respect my work (and my time). Getting what you want with RNG is not a matter of merit and hard work it’s just gambling.
    Imagine, you work for a month and at the end of the month you get your salary, but instead of it being agreed upon in advance, your employer spins the wheel and pays you based on what comes out.

    Working to get what I want can be satisfying but it is only on the condition that I know that my work is paid fairly, not that there is a possibility of that happening xD.

    Finding enchantments by rerolling doesn’t meet this criteria. The enchantment system doesn’t respect my work.

  • Stop thinking of a complete build as “Perfect Gear”. Using the word “perfect” to describe what is simply a well thought out build at the end of the game is ridiculous, makes it sound like as if I have to strive for perfection when in reality the build I’m looking for has nothing special about it other than the fact that it’s the one I like and want to use, and there isn’t a random effect I don’t want because of RNG.

  • The game is not balanced, If I want to play a certain way, for example I want to try a build that is based around the newly added crit, I want to include in my build all the crit-related effects I can, and effects that synergize with them. If the game is balanced correctly, I can make this build in a decent amount of time and then play the game normally, with a build that is powerful but doesn’t break the game. But in most cases, the game is not balanced and regardless of the build I choose, if make it thinking about synergies, the game breaks even on hard mode (and this is further accentuated by the new exaltation) (and I’ll point out to you that it’s easy to become op especially if you use the items that the game gives you instead of customizing your build).

There has been a lot of talk about this problem lately, and I continue to recommend everyone to read this topic: The RNG Problem, Enchantment System Vs Gem System (Refined)

Even though I wrote it before the rerolls were limited, It still works very well as a solution to the RNG problem.

The only thing I would like to specify is that even if the topic demonstrates that the gem system can completely replace the enchantment system, I think it would be a good idea to have both.

So as to maintain the roguelike aspect of the enchantments but at the same time have the security of the “advanced” gem system that I proposed in the topic.

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Thanks for taking the time, mate. I just woke up and had a crazy idea that I know many people won’t like, adding timers. Yes, those timers that some players dislike.

It’s really nice to have that satisfying moment when you finally get your ideal piece of gear for a particular build you want. I like the idea of placing your item on a special table, altar or tomb to reroll using embers. But what if you could always reroll if you don’t get what you want? Maybe you get a few attempts unlocked each day, and you can speed it up using some special material.

After each reroll, the item becomes “hot,” and you have to let it “cool down” before trying again.

You could even scale this further, be able to spend 1 ember for just a random enchantment or using 5/8/? embers to get a permanent/replaceable enchantment, so you can swap to it anytime.

And when you finally get what you want, it’s time to exalt. Regarding exalting items, I didn’t realize that they are random right now. I believe that exalting should select the best version of the enchantment you choose.

Maybe my idea is too crazy, like I mentioned, I just woke up, haha. But I believe that with this system, you will never waste the time invested in a piece of gear, and you won’t be able to break your gear. And btw, I don’t like that negative enchantments “unreparable”.

My main concern is how to keep players interested in crafting new gear, perhaps it could be for getting the perfect facet or to be able to reroll enchantments multiple times a day for the “same gear”, but I know there’s something missing here..

I don’t like timers, because different people have different commitments/jobs in life, and timers are very arbitrary.

But In my opinion, your idea is still a step forward compared to the current state of the beta, and if we add to this idea the idea of ​​having of giving the player more control over the RNG, enchantments could offer the player a better experience.

An example of how to give the player more control over the RNG:

Removing unnecessary and redundant effects such as: +10% elemental buildup instead of 4 different enchantments, one for each element.

And giving the player a choice between three reroll options that is: when you reroll an effect, you’d be given 3 options to choose from instead of automatically selecting a random effect.

If you are interested in these types of problem solving reworks, you might like many of the topics I have written, if you are interested you can see them by clicking on my profile.

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