Please don't gatekeep weapons behind 4 different stats

Hello.
The different weapons I find can require and scale with all sort of weird combinations of the 4 different stats strength/dexterity/intelligence/faith and if I do not happen to have skilled into the right stats, I’m either unable to equip the weapon or its ineffective.

Since there is currently no reskilling that means:
-a large part of the weapons I find later in the game are useless for me
-no matter how I skill, I’m always locked for no reason in a narrow subset of the large variety of distinct weapons that I could potentially enjoy playing
-I can not even try out all weapons without creating an additional character just for that, since to try out certain weapon types like bow, I’ll have to put points into a stat that will be entirely useless later on if I do not choose that weapon, so a character trying out a lot of weapons will be really unoptimized with ltos of wasted points
-we have 4 different stats that bascially do the same (increasing damage) and offer no interesting choice betweem them, since you’ll always just max the ones for the weapon you want while ignoring the other ones

Even if the developers later on add respeccing, they already said it will be expensive.
I would like to see this system reworked, so that I can freely explore and enjoy the weapon variety with all the distinct weapon moves this game offers. Every weapon I find could offer me the choice to try out a new playstyle. That would be fun.
A possible way to do this, would be to allow us to interchange points between the 4 stats int/dex/str/faith for free, so that you still commit the points as additional damage, but can still freely adapt them to the weapons you want to use.

PLEASE HEART OP’S POST IF YOU’VE SEEN THIS ISSUE.

100%. I got totally hosed going for a Str build. There is no Strength build! (To be clear, my stats are balanced, but primarily STR with some DEX)

I’m getting Tier 3 Weapon Drops. I’ve played 25 Hours. There is exactly one Tier 2 Weapon that I’ve found, and which I have the stats to wield.

The Stat Reqs are too high, and regular-ass non-magical equipment is locked behind Faith and Int.

The only thing I would want to see changed is maybe lower the stat requirments for weapons a bit, not too drastic but enough so It doesn’t take me 42 strength to use a 1 handed white straight sword

What main stat you choose feels inconsequential. The way it works now a full strength build can go around shooting magic at enemies and a full int build can just walk around swinging a great sword and there is no difference other than you can find more weapons that go with your stat. While the goal is build diversity, it really feels like every build is the same, as in there is no intrinsic difference between characters, currently it is all just is how you load out the character.

I propose removing the weapon stat scaling and requirement systems changing the 4 main stats to passive bonuses, something like this:

  1. Strength - Physical Damage
  2. Dexterity - Attack or Movement Speed
  3. Intelligence - Magic Damage
  4. Faith - Focus Cost Reduction

The scaling should have diminishing returns, as to balance hybrid builds. However, in my opinion, a full strength build should have 10% - 15% greater physical damage than a battle mage that uses both physical and magic damage. Some of the split stat penalty could also be addressed with combo effects, such as hitting an enemy with a cold skill and following up with a physical attack could deal increased damage.

I also feel this change would eliminate some of the current RNG pain felt when finding weapons during a play through. Currently if you find a good weapon, but doesn’t have the main stat scaling you are using, it is pretty much worthless. However, with this change your are almost always happy finding a good weapon, as you can use it with out the penalty of choosing the wrong arbitrary stat.

I believe this is a continuation of the core ethos of the developer in creating build diversity, if not improving it. As two builds with the same thematic load out, could play extremely differently. For example, you could have two heavily armored knights wield a great sword, but one attacks with great speed, while the other goes for big one hit damage swings.

I have been on the fence for this for so long. It comes up rather frequently in the official Discord server so I’ve seen many takes on this subject. Thomas Mahler had to acknowledge on X because it’s come up in so many locations. Ultimately, I have two “pillars” I don’t want lost if a change similar came:

  • As best as possible, don’t make any of the attributes the de facto best. There will always be a best but the gap has to be minimized.
  • Don’t lose the ultimate goal of the system: keeping it classless so players can realize their class fantasy.

If we were to take your ideas, for example, we’d have to make some changes in gear as well. I don’t think gear should give straight damage or attack speed if it is provided in the stats. Instead their should be conditions. I want to stray away from gear giving what these stats would offer. It’s not an issue now because stats are purely flavor.

All this being said, I think builds would still come in two flavors: STR/DEX and INT/FTH. I know you gave it simply as a suggestion to start conversation, it’s not a bad start to the idea.

This is my suggestion to the the problem runes scale or some are restricted to stats.

Here’s the thread

I don’t see how this restricts build freedom. It actually allows for more varied freedom in my opinion. I think what gets last in the conversation about build freedom is that it is actually referring to load out freedom. This is my biggest problem, a characters build is purely defined by it’s equipment, which actually renders all builds the exact same, just with different gear. I think characters should have an intrinsic theme or fantasy, currently every character can be a mage or knight or some mixture, it doesn’t matter what main stat you choose. The current system could get rid of INT/FTH/DEX/STR and replace it with a damage stat and almost nothing would change. All I am proposing is that:

  1. Characters can be built to have a thematic core, (i.e. mage, knight, archer, rogue, or any mixture of them)
  2. You have a trade offs in your stat allocation. (i.e. putting more into physical damage leaves less points to allocate to speed or magic damage)

The diminishing returns on each stat allocated actually encourage a more varied allocation between players. Again, to me, the fun of making a build is about trade offs, the more points you put into one stat, the more enticing it is to allocate points in to other stats.

I’m not sure that gear needs to be changed to fit this model, obviously there will be balancing and tuning, but gear and stats already give the same benefits. You have weapon damage and a damage stat, endurance and weight reduction, heath and added health, so this wouldn’t be any different.

I would also argue that my point is that damage stats aren’t even flavor at the moment, they feel completely arbitrary and 2 characters using different stats can play the exact same way. This leaves no room for build crafting or thematic builds outside of what equipment you have have on. To me, it’s important that a character has some intrinsic characteristics outside of it’s equipment, which is what skills trees provide in a classic ARPG. Since we are going away from the skill tree model, I feel like stats should provide some thematic consequence.

I don’t think you need to have DEX/STR and INT/FTH builds only. As DEX helps cast speed and melee damage speed and faith reduces the cost of all rune abilities, not just magic ones. Ideally you can have any mixture of the stats and varied levels of each depending on what you are going for. Each character is tuned to how you want to play. Sure you will have builds that exclude one or two of them, but that’s the point, you also have characters that use all four. It is all about trade offs and play style.

whatever we do, the current attribute system doesn’t contribute to a class fantasy system in any way.
why am i specced into str and dex for my halberd but now i have to switch over to str, int to use a bardiche. it’s the exact same class fantasy. the attributes are only restricting the weapon variety you can use for the exact same gameplay and fantasy.

I guess this is just a point we would have to disagree on. My character having meaningful attributes outside of the equipment is important. I also want the world to make sense and me pumping and INT attribute to swing a sword or pumping STR to shoot fireballs, just feels lame. Like a copout to make the system easier to balance.

These are similar to my biggest issues with Diablo 3 is that every build is the same, just swap some skills and bam an entire new playstyle. Or that my magic damage is based on my sword. That loss of consistent world logic is a detriment to how much fun I can have.

Yes! I’m not saying that the system I laid out is the best or only way to go, but there needs to be something for my character to differentiate on that isn’t what equipment the have on. They actually do a good job on the other stats with this. I have be a character that can hold heavy armor or has a lot life or focus, but then the damage stats, arguably the most important stats, are just completely watered down and arbitrary, leaving no room to feel like my character is any different than any other character. Really a detriment to replay ability.

yea. if anything i would just completely remove them and have “damage, health, stamina, weight, focus” and nothing else.

Basically all it is now, with the one wrinkle that it makes random weapons unusable. I’d prefer collapsing all the damage stats into one fi they don’t make them more meaningful.

I don’t think the current speed of some of the weapons and focus attack animations allows any room for bonus Attack speed to exist as a stat. Which is why I’m shocked they’re already looking at putting it on gear. The stat doesn’t work currently but I can’t imagine how it could ever look right if it does work.

Having secondary benefits for investing into a particular scaling Attribute would go a long way to making it feel like builds have an identity and doesn’t necessarily require the removal of stat scaling. If I were going to attempt it I would first bin the Stamina / Equipload / Focus attributes and instead do something like this:

Strength
Increases maximum weight
Reduces the stamina cost of blocking / Charged attacks
Increases knockback resistance while charging an attack
Increases the damage of Strength scaling weapons
(All large shields and heavy weapons should have some amount of STR requirement)

Dexterity
Increases total Stamina and Stamina recovery speed
Increases “Stealth” (movement speed and aggro range while crouched, less fall damage)
Increases the casting speed of Spells and Bow abilities
Increases the damage of Dexterity scaling weapons
(All Bows should have some amount of DEX requirement)

Intellect
Increases Focus and Focus regeneration
Increases the discovery rate of consumable crafting components (Make more Focus pots)
Increases the damage of Intellect scaling weapons
(All Staves have INT requirements, I assume there’s some alternative idea for FTH)

Faith
Increases Healing taken
Increases the buildup of Status effects
Increases the duration of positive buffs
Increases the damage of Faith scaling weapons

These secondary bonuses should gain the greatest returns from early investment into the Attribute and then the returns should trail off steadily without having an exact cap. The intention should be that players might put points into another Attribute which their weapon does not scale from, in order to pick up the early returns on the secondary bonus. So an INT character who also dips into STR will have access to heavy armour, while an INT character who dips into DEX will have faster casting speed. A DEX/FTH character will have access to better self buffs and status buildup while a DEX/INT character will have more available Focus and a STR/DEX quality character will have a combination of high stamina and equipment load to make the best use of big weapons and shields.

I would also like to see unique benefits added to the weight classes, as it’s clear currently that Light weight with low armour is objectively bad and you gain nothing which would offset the massive loss of damage mitigation which is currently offered by high armour. Suggestions like increased Range/Spell damage or faster Range/Spell animations for being Light would go some way to making that an option instead of a challenge run.

I originally thought of secondary bonuses as well and would be greatly improved system. I was attempting to not complicate the system too much, as it appears there is a desire for simplicity.

However, in either your solution or mine, there is room for grey areas between the four main damage stats, thus increasing build diversity. Currently, there is a major limit on build diversity, as you are forced to ignore 3 (sometimes 2) of the four damage stats.

The game systems already lean so far in souls direction, I think meaningful character choices would go a long way into balancing some of the systems more toward the ARPG genre.

After playing for about 40h ++, I found the stat system really weird and unintuitive. This is both for the characters attribute and weapon scaling system.

First of all

  • I understand that this comes with the souls-genre and have purposes. Which is why I am holding on to this thought (that I have since Wicked Inside) until I think I have enough information about the system.
  • I appreciate the soft class system and I think this is one of the most promising system that have potential for really flexible builds. Sadly the implementation of the stats system make me anxious about committing stats just to experiment with it.
  • While I understand respeccing and its purpose. I’m with the devs about it being scarce or expensive to make player’s decision have matter more. And I think respeccing is not a solution for the problem.
  • I’m not writing this to bash the game. I love the game and the sole purpose of this post is to make it better. Also, sorry for poor English.

Now to the stats system. I personally found it unintuitive and serve no real purpose while being anxiety inducing. The case i would be giving below would be based on devs’ intention of player having flexible class system with room to experiment and creating their own unique classes. Unfortunately the current system contradicts that.

Let me explain with an examples.

Say, I play the game and found a cool great sword. It was Gnarled Saw and It needs 22 STR to equip it, so you level up and spend points in STR, since it was needed and scale with the sword, making it stronger. I like great sword play style and intend to stick with it. Some time later, I found another cool great sword, Blister, that need 26 STR and 26 INT. So I level up and spend the points into INT to wield the weapon.

Later, I found another great sword, Summer Sting, that needs 26 STR and 26 FTH. That’s weird. But since I like the sword and it comes with a good buffs, I level up and spend points in FTH. Until I realize that the 26 points I spend on INT is basically wasted. that’s 26/3 => 6.6 levels being useless.

I restarted the play through and trying to focus on daggers, since it’s fast and cool. But since I know that in the future I might find another cool dagger with unknown stats requirement, I hold on to the attribute points and only using it when I confident that I have enough to spare on other stats.

From that example above, the stats system creates this problems:

  • Stats being unusable when I switch weapon with different requirements/scaling create anxiety of wasting precious stats on things that will not matter. Leading to players hoarding up attribute points for the weapons that might not exist (except if you open up Wiki).
  • This creates an unintuitive system where a sword requires 42 INT.
  • It gives illusion of you can swap/experiment class, but in reality, you can only switch to classes (weapons) that you have stats for. Except of course, if you have no problem with stats being wasted. Which I personally don’t like. Just to make sure, I stand with the devs when they said that they want player’s choice to matter. But I don’t think this is the way to enforce it.

I’ve thrown this issue several times and there are response like:

  • This is an early access, everything will change when it hits 1.0
    Sure, that’s why I’m giving feedback like this

  • This is how Souls genre work
    I know. But I don’t know how it make sense in No Rest for The Wicked. I haven’t finished any Souls game, but I think what I wrote above have issues whatever it’s based on

  • This game created with melee battle in mind, so everything have to be melee focused, even gaining focus to be used in ranged attack
    I understand and respect that. But even so, them most broken build at this moment is ranged build with bow or staffs. So it clearly needs adjustment anyway.

Now, I want to give feedback on how it should be done in my opinion and the reason behind it. I believe this is still adhere to devs’ vision. I’m not a game designer by any means. I know and believe my feedback have mistakes flaws that I haven’t found the solution. But here it comes.

1. Streamlining Stats

First of all, I love how “simple” and “old school” NRFTW feels. No massive numbers thrown, no over cluttered damage numbers and resistance. And I like how attacks connected or missed solely on player’s skill, not an “evasion” stats. It really makes me feel that I’m dodging because of my skill, but not because I over leveled and put it all into evasion or luck.
All things considered, I still think the system is complicated because it’s unintuitive. Like I said above, I might have low sword based attack because the weapons actually needs INT and your STR have no effect on it.
Now that I think about it, STR in this game is not necessarily Strength, but more of a X weapons mastery. with INT being Y weapons mastery, etc.
What I propose is:

  • Don’t scale the weapons based on arbitrary stats. But tie it to 1 stats only for that.
  • For example. STR scales with melee damage, INT scales with magic, DEX scales with ranged attack, and Faith scales with defense, resistance, and/or buff/debuff.
  • To take things further, all HP related stuff like total HP and HP regen could scale with STR, attack/movement speed scale with DEX, total focus and focus regen with INT, and poise defense and debuff recovery with FTH.
  • Stamina could be streamlined to STR or combination of stats, but I’m still not sure about this.
  • With this, we only have STR, INT, DEX, FTH, and Stamina to worry about, and all of those stats actually contributes something to your character.
  • Weapons requirement can still exist albeit with adjustment. For example, a dagger’s damage still scales with STR, but it could have substantial amount of DEX to wield.
  • Lastly, the rune attack should have it’s own scaling stats. For example, a slashing rune attack scales with STR while arrow multi shot scales with DEX. Fireball scales with INT, etc,

With this suggestion, it still give flexibility to character classes while player’s still have consequences to stats they choose. Let’s role play a bit.

Say I want to be an archer, so I picked up a bow and focus on DEX. The consequences I would have is weak dagger attack (understandable since I am an archer) and low HP (understandable since I’m a glass cannon). But my arrow hits a ton. When I feel that my HP is too low, I could always spend the next points to my STR, trading damage with HP.

  • “But I couldn’t switch to be a mage if I focus to DEX like that”.
    I agree, that’s the weakness of my suggestion and the consequences of spending stats like that.

  • “Archer basically under powered because the have low INT, therefor have less focus to be used”.
    I also agree. Perhaps there could be another way for archer to attack using focus while not needing to raise INT. For example, giving all two handed bow (if any) bonus INT/focus while giving one handed bow little focus, since they still can rely on their main hand weapon to gain focus. Short bows are for medium range anyway. This is to prevent abuse from mage with 1 handed staff equipping 1 handed bow just for its INT.

But those things aside, there wouldn’t be any scenario where a character is good at all things. For example, in current state (afaik) you could focus on DEX with Tortured Blade, Jacknife, or Needle Spear as your main weapon, while having Laquered Bow on your offhand. All of those weapons scales with DEX with 42 DEX minimum requirement. Basically great at close (dagger/katana), medium (spear), and long (bow) range attacks.

I’m pretty sure there’s some thing I missed since I typed this kinda in a hurry. But that’s the gist of it. Every stats have consequences but nothing wasted. Also no anxiety that holds spending stats altogether.

2. Have melee / range / magic attacks, regardless of weapons

While I do understand and love that NRFTW focused on weapons, I do think should be supplements outside of weapons. Iirc, the devs right now are testing whether basic archery and casting magic should cost focus or not. I do believe they still need it, but it needs another means to attack.

Melee is the easiest since we have all of that already with punches and suplexes, the damage, of course, should scale with STR. With magic, there could be basic magic tomes that could be learned and the magic can then be used without catalyst. The basic fireball tomes, for example, could be given at the tutorial area, provides player to cast fireball with damage that scales with INT/FTH depending on the spell. Ranged attack is a bit iffy, since it needs projectile, which is an item. In that case, there could be variety of throw able items like rocks, shuriken, throwing knifes, etc that have their own “damage” but scales with DEX, obviously. IMO it shouldn’t cost focus, but the projectile would be lost or have % possibility of being retrieved as dropped items.

First of all, the reason for this is just simply fun and immersive. Few days after the launch, we’ve seen people running naked killing Warrick with just kicks. Imagine the other weird build. It also opens other classes like Ninja, Pitcher, etc. More so, it opens other classes to learn things they shouldn’t. For example, an assassin casting fireball, swordman throwing rocks or casting an FTH buff, etc. Albeit, understandably and supposedly, would be weaker than other classes that focused on those things.


There are others I have thought but can’t remember at the moment, but that should be it for now. I write this with good faith and no intention other than to improve the game.

Lastly, please nerf backstab! It’s too OP at the moment. I need around 40 slashes to kill the Plague Doctor at one point, but only 3 backstab, doing it with grunts one hit kills them. Not to mention you’re invulnerable while doing so, with stamina regen to ensure you can dodge out in a 1 vs many situations. It’s so OP that I’m feeling guilty doing it. Parry needs a lot more skill to execute, while giving players little reward. While you can dodge infinitely (if not attacking) to wait for opportunity to backstab (that’s not hard to find). Buff parry (needs more thought) and nerf backstab!

Health, Stamina, Focus and Equip load I totally get. Every one of them does something different and it’s a real choice where to put your points.

But Str / Dex / Int / Fai do exactly the same thing (scale your damage). I don’t get why it isn’t just one stat called Might.

As I understand it now these damage stats exist solely to artificially lock you into one of the 10 stat combinations. If you level Str, you will never use any of the other weapons. If you level Str-Fai you will never use just a Str weapon because you’d be missing the scaling from all the points you have put in Fai. So it really is like 10 different classes.


Is there any other reason behind this? Is there a need for four different damage stats? Especially if we’re getting respec anyway?

I can’t think of any. Maybe so you couldn’t switch in combat between a big hammer and a long bow? Would that even be a problem?

A bit different, but we have similar confusion. Check out my post! I just posted it.

I know there are already a lot of different threads regarding the attribute system, but i think most of the issues with the current system (weapon requirements, attributes feeling unfullfilling, etc.) could be solved by one rather radical but in my opinion reasonable change:

Strength, Dexterity, Intelligence and Faith should be removed as character attributes and be replaced by a single attribute that increases dmg of all weapons (and ofc their runes). It could maybe be called Weapon Proficiency. Additionally, that of course would result in the removal of weapon stat requirements.

This would solve many issues with the system right now, and could fulfill more build fantasies (maybe a caster that wields a bow as secondary option). I think the classic rpg-attributes str, int, etc. could be outdated for NRFTW, there aren’t even really used for anything noticable currently (other than restricting players from certain weapons and some crazy builds-ideas).

Thoughts, everyone?

Regarding backstabs I agree. Maybe make it so that you can only backstab with knives/daggers for full damage.

Every other weapon does reduced dmg?

But yeah, backstabbing mid combat is too powerful atm imo.