Sorry, but I am not sure. Isn’t that what is implied by this?:
I didn’t personally know that there is a thread about this on the forum, there are a lot of concerns answered there as well.
True, The other Souls games are light years behind Elden Ring in this respect.
But I think Elden Ring is much more flexible than it might seem, with the ashes of war, you can try 80% of the weapons even without respec.
Also even if useless weapons exist in Elden Ring too they are much less than in NRFTW.
Also in Elden Ring the main thing that determines the damage is the level of the weapon, so as long as you have the minimum stats to wield it and the weapon is of an adequate level everything is fine, especially in the first part of the game, and in the mid game it is really difficult that you have not already found the respec.
Also in Elden Ring you can freely choose the armor you want the only limitation is the weight.
The materials for upgrading weapons are clear and intuitive, and if you look carefully you’ll find the Smithing-Stone Bell Bearings.
And as I said, the attribute system is problematic, and the new class system is much cooler.
But the attribute system is not the main problem that holds back customization!
To fix most of the problems the attribute system causes to customization, just replace Strength, Dexterity, Intelligence, and Faith with “damage” and the problems will go away (obviously the problems it causes to the balance remain and therefore it makes sense that the system is reworked).
I talk about The things that are really hurting customization in NRFTW here:
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The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA)
(and you obviously already know my criticism about it)
Even after the class system is added, I don’t think NRFTW will surpass Elden Ring in terms of customization until these issues I mentioned are resolved, until they are fixed even with the class system, customization will be stuck behind the grind.
(Obviously Elden Ring is not a perfect game, if I had to criticize it I would have to write the same amount of topics that I wrote for NRFTW xD)
I swear before I wrote what I wrote I reread it several times but I have never seen that sentence, dyslexia strikes again.
If you don’t mind, you could separate the sentence from the others so it isn’t in the middle of the paragraph and is more difficult to miss.
I edited it for better visibility. Hope that helps
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This sounds like a very bad idea. The last beta test showed that the game has a huge number of bugs. The time between the beta and the update was clearly not enough to address these issues (the daily hotfixes are proof of that). The number of posts being created in the bug report thread is also somewhat alarming.
Overall, I agree with the speakers above that classes should be introduced now in order to gather feedback. However, I mean feedback in the form of bugs, so they can be fixed before release.
Right now, I have a strong feeling that updates go through minimal testing, if any at all.
The class system looks like a very large piece of work that will require long and careful polishing. That’s why I would prefer to see 2–3 classes introduced now, allowing the functionality to be polished, rather than getting a broken game at release.
Off-topic: God bless Moon Studios with testers! ![]()
I think they are actually (in proportion to what has been added) less than the other updates, and they are also generally less problematic.
There are just more players because the multiplayer has aroused a lot of interest, and the multiplayer always adds a lot of bugs in all the games so it seems to me to be quite normal.
I agree, They seem to be very happy with this system and are very sure that it will be a hit, from what they told us it seems to be the case.
But I’m worried because the system is supposed to balance the game, and consequently it is impossible to introduce without changing the balance of the game, and up until now they haven’t been very good at balancing it.
The enchantment system is full of stupid and useless effects, and given these precedents I’m also worried about the traits.
They also have a tendency to put RNG where it doesn’t belong, It’s possible that traits are unlocked in random order instead of chosen and similar nonsense.
I want to believe that, but very few bugs have been recorded in the multiplayer part.
Meanwhile, there are plenty of bugs that broke old functionality after the update.
That’s just because people don’t use the right tags.
Yeah, sadly
Little reminder that this a post about the class system. This discussion doesn’t necessarily fit the topic.
The attribute system can be hard to balance, but is extremely gratifying and freeing to the player if done right. This game is basically there, with the only issue being the really high attribute requirements and enchant RNG. Fix those, and you’re golden.
Don’t fix what isn’t broken.
This is a good summary, yes.
I agree that attribute systems can be very rewarding and flexible when they’re done well. Genuine question though: what does “done right” mean to you in practice?
For me, the main issue with attribute-based systems is information clarity. When leveling up, I often don’t really understand what investing in a stat will meaningfully unlock or enable later on. By the time that becomes clear, I’m already committed to a build I may not enjoy, or I’m pushed toward respeccing—sometimes without actually knowing what I should be respeccing into.
I had a similar experience with Elden Ring, especially early on before guides existed. I put points into stats that felt logical at the time, but it resulted in a sub-optimal build that I was effectively locked into for a long stretch of the game. While respeccing is an option, it doesn’t fully solve the problem if the system itself still lacks transparency.
I’m not saying attribute systems are bad, just that I understand the developers’ concerns. Without strong in-game guidance or clearer long-term feedback, they can feel less like player freedom and more like trial-and-error with real time costs attached. That’s why I’m open to exploring alternatives, like a class system, if it helps communicate progression more clearly while still preserving build variety.
This. As long as using a weapon alone isn’t class restrictive. As in - you’ve leveled Knight and Marauder - you use aspects of both - you should gain xp in both, even if that xp is simply split between the classes. Otherwise what this system does is force you into playstyles you don’t like, purely so that you can gain the aspects of those classes that you do like, then abandon that class forever.
And God help you if you want to use a specific weapon archetype for your build that doesn’t also level your main class, or isn’t tied to any of the classes you want to use at all.
I mean the attribute system as it is is pretty informative, even if it’s lacking in the real details that include things like total crit rate and whatnot.
you have 4 damage stats. They do nothing but scale damage on applicable weapons - which are obvious because the weapons tell you which stats they want.
You have 4 utility stats. Their value is explicitly stated and you can see how those values change before committing to the point investment.
The issue NRFTW had with stats here isn’t that the stat system itself was implemented poorly - its that weapon progression was very clearly not thought about or thought through. It’s pretty obviously just a bunch of general placeholders with no particular thought - a lvl 4 base weapon should not require you to have invested more than 12 points into pure damage stats to be useable. Yet that’s often the case with hybrid weapons, which is nonsensical (often requiring 18/18 stats). And then you just have weapons that are functionally identical, in the same weapon group, that scale on the same stats… which is just a lost opportunity to expand hybrid build variety.
The stat system was never the problem. It was the implementation of stat requirements on items and the subsequent item progression that was the actual problem.
This is not a question directed at you, but why not remove both attributes and levels, let players use whatever they want and sell them traits at a vendor?
Why complicate it with a grindy system?
Then it’s a grind for money and that’s just no fun at all.
exactly like comparing a horse to a car, this just seems more convoluted and restrictive to try and be original for no reason almost like they wanted to get the souls like crowd just til the studio was saved and then turn around to make what they intended without warning, if the traits are original and fun maybe itll work but so far it only looks like a step back while that time could have been spent on so much QOL instead
I think you are overreacting a bit.
The game is in development, it makes sense to try things.
I doubt fans of souls likes went to this game for the leveling system.
Grind is grind.
If it were up to me I’d remove it completely. No levels, no Ichor, no upgrades no crafting. Make it a pure action game, no rpg.
I agree that it feels like this. I’m not sure if this is what they intended or not, but it definitely comes across that way, and I personally feel disappointed.
I came here expecting an isometric souls like, but have ended up with a grindy surival, PoE esque game instead.
