The Good.
I want to start off by saying, I really like Wicked, Its obviously a game that’s been lovingly crafted and toiled over at nauseum by people who care, with amazing visuals, challenging gameplay and a really in depth story. and everything that I write from here on is out of excitement for the games potential, and love for what the game is right now.
With that being said…
The Bad.
When reaching sacrament I found that with each shop or NPC I walked up to, I was greeted with a wall of text that Im supposed to read before interacting with them, I read the first popup, but by the time the second popup showed itself, I got bored and decided to just wander off in a direction, closing any other popups as soon as I could just to get through the town.
The Crucible.
What can I say
except your run is over.![]()
Now, Im sure others have talked about this a lot, and it didnt take a lot of scrolling to find someone with some really good suggestions, which you can find here and I think most of the suggestions are valid, though I want to throw my hat in the ring, suggesting a left 4 dead style revive system. If you get downed? You appear in a cage or trap or something to the effect in the room after the next.
Basically, if you go down in room 1, Your team can find you and break you out of the trap in room 3.
My Plea as a Tank Player, a Shield Lover, and an Aggro Puller.
Now I assume this is going to be the bulk of this post so buckle up if you’re along for the ride and skip to the end for a TLDR.
When first picking up wicked, I was curious, that curiosity quickly turned into excitement and just as quickly turned into a tinge of disappointment when I realized! Shields suck…
Now, before I get too into the weeds on what I think can be done better and what is done well, I want to pull back the curtain just a bit and delve some personal beliefs as to what a tank should be, feelings wise.
To sum it up? This video.
A presence, an anchor. When you are playing with your team in almost every game that features a tank; be it FF14, WoW or, the game that I have the most time in, Overwatch. When you encounter a threat or are in danger. Whats your first reaction? Run for cover, fall back, fight back. All acceptable and valid to be sure. But my first thought is Get. Behind. My. Tank.
Get behind the brick wall of a person who, if need be will throw their body into the lions den to defend their team, who will spit in the face of a dragon 10x the size of themselves to pull aggro so that their damage dealers and mages can have just that split second, that ONE second to get themselves to safety.
That is, in my opinion. What a tank should be.
With that being said? I know (as much as I wish otherwise) not what a tank should be in No Rest for the Wicked.
So now what?
So What Should a Tank be? Should There Even Be Tanks in This Game?
The problem with shields & how to fix it while not breaking the game or making them mandatory.
Well yer darn tootin right there should be tanks in this game! It would be awesome!
The tank is a core part of a party, as mentioned before. So how does one go about making tanking viable in a game like no rest for the wicked without making them at best, overpowered, or at worst mandatory?
So whats the issue with shields right now?
Well, with just a few hits and you wont have enough stamina to attack or roll away, thats effectively the bulk of what shield gameplay is right now in the game, at least from my experience. no matter what you do when you have your shield up, take damage in one way or another. Putting your shield up to block or parry is considered a last resort, in the games current state and it just feels like a sluggish afterthought added to the game, or at the very least one of the least loved parts of it. And, to be fair I dont expect to block the attacks from an entity thats the size of my house be able to attack it afterwards not at all, but I should be able to block the attack of someone thats twice my size and be able to walk away from it without bleeding from every orifice in my body.
And how do you fix the issue with shields without making them really OP
When I talk about shields and tanks, Im primarily talking about the great shield class of shields in the game, you know, the ones that stand just about as tall or taller than your character in game.
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The BandAid Fix.
Simply make it too stamina hungry to be viable unless you spec into it.
Greatshields are, well just that GREAT. They’re massive and the stamina cost for using one should reflect just that, an unleveled character that isnt speced into stamina should only just be able to hold one up and take a hit or two before breaking posture. Where as someone who is leveled and speced into stamina should be able to take 4 or 5 before needing to back up and break from the fight. -
Shields should PROTECT. not NEGATE (within reason)
Part of the reason that Shields feel so awful in this game is because almost no matter what? You take damage when using one. Which just down right feels bad. Whats the point of me blocking that hit when I could have just… dodged it? Especially when fighting a boss or larger enemy it gets less and less viable as the game progresses. Greatshields should block 100% of the damage that hits the users shield save for a weapon the size of a truck ramming into the side of it or AOE damage ect, you get the picture. -
I have a sword too, dont I?
One of the big problems with shields blocking 100% of incoming damage is that it gets really easy to abuse, to counter this, adding a one second timer or something of the like, before the user is able to attack or bring their shield back up again is pretty mandatory. Adding the ability to attack while behind your shield would be great too, though obviously at a significantly reduced damage output. Dont allow for equipping both wand and Greatshield at the same time or at least require a stamina cost for casting spells while blocking. -
Hey You! Over Here!
Now we get into the fun stuff. Rooting, Aggro pulling, a protective shield cast at just the right time.
Tanking shouldnt just be about being a brick wall, it should be about enabling your team and manipulating the battlefield with all the finesse and poise of a brick.
Runes that root any enemy within a short radius of you, or that force the enemy to attack you and only you. runes that, although with a very short duration a second or two boost your party members defense to an insane degree, or rather, any damage that they receive you take that damage instead! You can add amazing, fun, and skillful depth to shields without relying on “Im now a brick wall until I run out of stamina” Anchor Howl & Castle of Stone from the show
“Log Horizon” is a perfect example. of runes I would LOVE to see in the game in some shape or fashion.
With this LENGHTY section done its probably time I wrap things up.
TL;DR
Tanks dont have to be an impenetrable wall of HP and damage denial, but what they shouldnt be is an overlooked and underloved dreg of an otherwise amazing game. If you dont want to play a tank I get it, its not for everyone and its not for every party, hell, if you want to form a party of 4 mages and nuke a room with a snap of 4 fingers, go for it!
But a tank should be a parties safest place in combat, an individual that no matter what, my rogue or my mage can look at and understand “the safest place I can be right now is behind them” and be all the better for it.
Ill update if I think of other things or someone brings up some better alternatives as to what a tank should be.
Thank you for your time. <3
-skrimp