HI After 771 hours on NWFTW i can say that the game is too hard now
There are buggs on each zone ,and the bosses are really UNPLAYABLE
Upgrading weapon an stuff is impossible till all the new bosses are not down wich is not normal
I stop playing this unplayable game
MOON STUDIO
should think about this .
Just a question, have you leveled up your stats properly? I mean, have you increased your stats in relation to the weapon youâre using?
And another question, have you upgraded the cook in Sacrament to get better recipes?
Do you have gear that matches your characterâs level, or are you dragging around outdated equipment?
I mention this because when a character is somewhat optimized, the difficulty drops considerably.
Check these aspects of the game. Give it a second try and youâll see itâs a good game
feel free to get inspiration there or ask others for help. i am 100% sure there are ways to better your experience and help with your struggles. the community is eager to help, so donât be shy
Just weighing in here: I think the difficulty curve is alright and on average the difficulty is fine. However, itâs extremely lumpy, which means some moments are very difficult compared to that good feeling average level.
However, I think the game will grow in ways to go around those difficulty spikes as new content and tools are introduced. Eg multiplayer: every difficulty spike is doable if you can summon someone that cruises through it.
So I think itâs not perfect now, making it easier actually isnât a great idea because otherwise the game will slowly hit surely become too easy.
As a comparison: right now we have âElden Ring, direct route to Margitâ. But the overworld where you can level up, find epic weapons, etc is still being added, summons are yet to be added, multiplayer is yet to be added, skill system will get a rework, runes will get a better introduction, etc etc
Anyway, someone like me, weâre so few to be bad we have to help each other.
You canât or want Block, Dodge, Parry.. Make a Tank with Big armor stat with Enchantment / infuse = Deal damage when damage taken, Leech life, Reduced damage taken etc..That work fine.
I donât think the OP is talking about difficulty of mechanics or gameplay but performance I myself love the game and had to stop playing it because canât enter lowland meadows anymore, so yeah for some the game is unplayable and this should have been fixed a while ago.
From what I can see, one big improvement would be to get rid of Solace Ring and Replace it with Stone Tusk ring. Replace Willow Cap ring with either Jade or Crow Ring. Then take 7 points out of your stamina, 1 point out of your dexterity and 8 points out of your focus. Use the extra points evenly to add 8 to Strength and Intelligence each.
Make a new character and enter your existing real with it. Then go to your chests and put on any good gear you have that doesnât have level requirement. Then go straight to the crucible. The difficulty will be toned down to match your character level. Reach stage 5 of the crucible with your new character, it will a lot easier than when youâre level 30 and unlock the statue that allows you to respec.
This is yet another example of how the game throws new players in and gives them stat points upon leveling up that they need to allocate. The problem is that it does this without giving them the necessary tools to understand how they want to play, what combat styles exist based on their weapons (which often have unorthodox stat requirements), and at no point does it inform players that thereâs an option to respec attribute points by unlocking it in the Crucible.
I know Iâm being repetitive about this (anda a lot), but Iâm surprised itâs not more obvious. New players, who arenât expected to know anything beforehand, end up stuck with the decisions they made in their first levels and are weighed down by them until the end. Sometimes, it gets to the point where the character is blocked simply because the player was experimenting and trying out weapons the game itself throws at them.
Sorry folks, Iâve memorized this sermon by heart
There is something called player agency. At no point does the game stop your character from wielding a weapon based on the attributes, it only hampers the damage multipliers. You donât need to put points in any attribute to try a new weapon.
At what point does the hand holding stop?
Is it really hard to take 15 mins out your time and run a new character through the Crucible, unlock respec option and go your marry way? If you donât even want to invest such little time in the game, then maybe this isnât the game for you.
Sure, there could be improvements made to the system, i.e. give one free respec with each character creation but this is NOT as monumental a barrier as people make it sound like just because they want to have everything with minimal effort and time investment. And if the game keeps catering to that mentality, then weâre all in for a mediocre experience in the making.
my first guess is get feather gem for gear and get more health instead of equip load on stats. i also dont think that you need so much focus, since focus only exist to store max focus. if you just leave focus low and use it after a couple attacks you free up even more stats for health or damageâŚ
also get rid of item durability enchantments and get damage taken reduced instead or healing/stamina (recovery) increased. and reroll enchantments if you are rather a parry or block build.
item durability is a dead stat becuase you can just take repair powder or runes with you or you can repair in the city
Itâs true, we can wield any weapon. And if we press the buttons, the character performs the animations correctly. But letâs be reasonable, looking at this example, itâs clear that the numbers donât add up, and stats are what they are. Since I joined the forum, Iâve seen players complaining daily about the gameâs difficulty because theyâre stuck in situations like the one we see here, while others get upset and defensive, claiming the game has turned into a button-masher.
Wouldnât it be better, I wonder, to prevent the snowball effect rather than lowering the difficulty (as has happened, and then we complain about it), or simply telling them to start a new game?
Call me strange, but I think a video game shouldnât rely on restarts to keep its less experienced players from falling into this kind of trap, whether itâs 15 minutes or two whole evenings. But yes, as things stand today, this person really has no better solution.
And I think itâs time to move away from the narrative âweak-minded players vs. dedicated and committed playersâ and start admitting that the game has a problem with new players.