all the games you mentioned are ‘button mashers’ : the game is constantly throwing waves of enemies at you, so limited arrows make archer builds virtually unplayable.
No Rest is different - it’s more skill based, the areas you explore are limited, and you’re rarely facing more then 2 or 3 enemies at a time.
So there’s really no need for unlimited arrows - you can do without them just fine.
Most inaccurate statement on the entire forum. BG3 is literally turn based, mashing buttons makes no sense.
it doesn’t make sense for the other games either but at least for the other games one could see how people might mash buttons every now and then.
How about some thinking to make valid points rather than trying to disqualify reasonable arguments through nonsense…
you’re right - I missed the BG3 on your list, sorry about that.
BG3 is not a button masher, it’s a tRPG - but it still limits how many shots you can make by limiting how many action points you have to make those shots.
I’m not trying to disqualify or downplay your arguments, I’m just sharing mine.
To me comparing No Rest to Diablo or PoE is like comparing apples to oranges - both are round, both are fruits, but they are definitely not the same.
No Rest is not a pure aRPG, it’s a hybrid putting equal emphasis on deep and engaging souls-like combat and RPG character progression. You’re not facing dozens of enemies at once but just a few. But at the same time you need to learn their attack patterns and act accordingly, or you’ll be punished.
Quality over quantity.
The devs are quite open about them trying to push the genre forward, instead of delivering just another Diablo or PoE clone - and you’re expecting them to do just that.
Firstly: thanks for the wonderfully human response. It’s rare on the internet. I appreciate your message ![]()
I’m aware, and I’m happy they are pushing for innovation. However, I also think that changing things for the sake of being different is good. I like that they’re trying things, but that doesn’t mean that every experiment will be a winner.
I think they have a good strike rate, say 8 out of 10. Limited ammo in my view is part of the 2 that aren’t a good change, which is why I used D2 and Elden Ring as examples where the community has been vocal about the same design choice.
Ultimately I’ll love this game either way, but I’ll love it more when shooting a bow isn’t punished more than hitting with a sword. Simply because if shooting a basic arrow takes focus I’ll never make an archer, but if it costs stamina I will.
I took my archer for a spin yesterday and to be honest - it did feel rather underwhelming, but my main gripe with it was damage output, not limited number of shots you can make between ‘refills’. It took me like 10 quickshots or 5 charged ones to kill a lvl 1 risen in Mariner’s Keep. This same enemy requires only 3 normal hits with a sword to take down.
Maybe the devs could just bump dps to make archer build more viable ?
[UPDATE]
a few more thoughts on stamina-based archer build :
bow is an off-hand weapon, not dual-wielded like greatsword or gauntlets. It seems to suggest the devs are leaning towards mixed melee-ranged builds rather than pure ranged. I’ve already mentioned that it’s difficult to tackle ranged enemies with a ranged build, since as you’re shooting them, they tend to return the favor.
And some of them even have AOE attacks that are not easy to evade.
Guess what - if both offense and defence deplete your stamina pool, you’ll run out of steam in no time, making you a sitting duck.
Level design (limited, fully handcrafted spaces) and the way the camera works (zooming in when entering combat) also suggest that bows are meant to complement melee, not replace it entirely.
You’re supposed to quickshot enemies from time to time in the middle of a fight, not take them down from some great distance, especially that there’s no free aim. Sure, you can keep a single melee enemy at bay without moving too much by using charged shots’ generous kickback, but that’s about it.
You mentioned Diablo and PoE both having unlimited arrows but - correct me if I’m wrong - there is no stamina in neither of those games (?). You can spam dodgerolls and keep shooting your enemies without the risk of exhaustion. In No Rest you’re using stamina for both dodges and sprinting in combat, so using focus for powering your bow shots results in a better balanced and versatile build.