Player Power and Combat Concerns

Agree, everything I said in the previous message (n5) is still true, on the opposite with the new gems and facets the situation is even more out of control.

They did nothing to keep these builds under control, and I’m afraid that even if things improve with the class system, op builds will remain easy to conceive.

The devs tried to make them difficult to obtain with RNG in the beta, which was exactly my concern, then they took a step back with the embers.

The problem remains that if these builds are theoretically possible, it’s a problem. Using RNG to make them rarer makes it more difficult to build any build, not just op ones, and as a result, players can’t afford to make a weak build and opt for the op ones.

In Elden Ring at least you he to use buffs to obtain similar results, and if you make a good build that makes sense in Elden ring you get a strong build but not an op, to get an op you have to use all the buffs and find specific synergies.

And you’re free to do whatever you want.

In NRFTW If you try to optimize any build, it becomes op even without buffs. If you use the Ring of Determination, you can make a mediocre build op.

And you risk doing it even by mistake, despite the fact that to make a build in NRFTW you are limited by embers, and the crafting system.

It’s not just a late game problem, if you get good RNG you risk trivializing the game.

My brother found a ring that synergizes with his build and a couple of decent armors and trivialized his first experience with the game, because of all these percentage effects and the fact that it is the RNG that distributes the items.