Stats System needs rework

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!

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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.

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I’m thinking of removing the invulnerability while doing it. Any damage from enemy attack will cancel backstab. This will effectively kill backstabbing in 1 vs many situation, but still effective it in a stealth situation. I’m wondering whether this is too harsh or not.

Well thats not a bad idea at all to be honest.

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Totally agree with the first part :slight_smile:
The system is punishing and unsatisfying RN and doesn’t really make me create a build rather just try to adapt to random requirements.

You could still give weapons inherent damage “types” to fit their stat fantasy like staffs or magic swords having an aura that scales with int so if you level a lot do int you deal additional magic damage while hitting with them.
And daggers and rapiers simply dealing stabbing damage so they scale with dex instead of str.
But you can use any weapon regardless and focus on the fantasy and the intuitive boni these stats would give you.

2 Likes

Magic archer, magic warrior, they require weapons with intelligence scaling. Less physical damage, but more magic, or no physical damage at all. Curses can be scaled from faith, for example. And need to change the damage balance. A one-handed dagger and hammer deal the same balance damage, while two-handed weapons do different damage. And yes, magic cannot scale from all characteristics. We need a description of the skills to understand whether he is a magician or a warrior. Sorry for the English, I used a translator.

Yeah, I feel like current system is un intuitive and misleading. I only suggest 3 damage types (melee, range, magic), because I like how “simple” the current system is. But if it needs another type that’s well defined, why not?

It’s just a flavor thing but I don’t feel like leveling STR when playing a dagger assassin

I had the same concerns I’ve made a few posts about it too. To me it could work as is but if they made runes tie to certain stats or required stats on weapon I think it would be a good change and build more diversity between the stats. Like right now a dex or int build can do anything a strength and faith build can do.

And an example I like to use is the 2 handed sword that use int. I think this could be cool if say the basic attack move set and the one rune it comes with is the two handed sword runes(or strength). But then you were able to cast spells from the sword like the same runes that a two handed staff has.

So like the trade off would be you can put only points in intelligence have less skill/runes to choose from but do more damage with those skills/runes. Or you can split and do like int/strength build and have more runes and weapons to choose from but maybe you can do as much damage as just a focused build.

Makes for more options in my opinion.

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To me, stats are what struck me the most about the game (and consequently, equipment and weps) in current EA.

The stats themselves are nothing but labels. You can basically change them to colors and they’d still serve their current purpose.

I still would like them to serve as something you build towards a certain class. That’s still good. But I also wish the stats won’t feel like dead weight when another weapon of the same class comes along and it has a very different stat requirement than your current build – for the same weapon class/type!

What I’m trying to say is, I really would like to see potential secondary stats added in. STR for example should maybe at least add melee damage that might also add some HP (but much less so than directly adding in an HP stat) or even some defense; DEX would instead add some stamina or stamina regen. These just makes sense to me for what the devs are also trying to go for.

Another thing can be that select weapon classes scale to different set stats accordingly.

Ex. Great swords have 1.2x scaling with STR while daggers might only benefit 0.3x on STR but 0.8x on DEX.

Something like this actually reinforces class & subclass systems. And maybe along the way, you could have other special weapons that have a more unique stats scaling like a sword that scales better with FTH than STR. That opens up a more paladin like build. A great bow that scales with STR than DEX that deals more dmg but eats up more stamina per shot.

this is a several months old thread
im pretty sure the current stats system is just a placeholder/afterthought, the devs said theyre eventually coming up with something better for leveling, like a talent tree

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