UPDATE: Poll Results, What WE want the MOST in WICKED!

Why not have multiple endgame options like in other games or seasonal content that comes and goes?

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Great idea for a post! I’m very happy with the game but my three currently would be:

  1. Respec (even if it’s expensive to do I still want it)

  2. More housing options / building options within Sacrament

  • I want the home to feel more ā€œhomelyā€ and actually function as a place of rest between adventures that offers buffs as well as a place to store gear. A place to prepare for your next venture by stacking up some buffs via sleeping, eating or studying for example that actually last a decent length of time.
  • More functional building projects as well as some projects that improve the look cosmetically like flower beds and statues etc.
  1. Reinvent the Ichor system into a skill system of some kind. Whilst it is nice to get extra gear slots I feel like Ichor could have a slightly ā€œcoolerā€ reward that maybe links closer to our powers as a Cerim.
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I ain’t too sure if it’s already been mentioned on this thread but I have seen it before, but I just wanted to mention that the game will not have a traditional skill tree.

It basically ties back into why we don’t have a class system, because they want to offer the player true freedom.

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Respec is planned from what I have heard.

Also, I made a suggestion on how to replace the ichor system here, if you are interested in it:

D&D Feat Style System To Replace the Current Ichor Inventory Expansion System

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A passive skill tree can be designed very flexibly to accommodate various playstyles.
It doesn’t need to be extensive.

This is why I think RomoloHero’s Feats concept has good potential. You can make them generic while also specific enough to feel like you aren’t restricted but direct enough to feel like you’re fulfilling your fantasy.

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Just laughing my ass of alone here. :rofl: :rofl: :rofl:

I played more than 100 hours and I haven’t even noticed that the Dodge was on Release and not on Press …

  1. More ARPG systems like passive skill trees
  2. Ways to manipulate runes (for example, making your fireball homing)
  3. Unique things to socket into gear so you can create your own uniques.
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To clarify: I am not saying Wicked should move towards Diablo - On the contrary. It should move away from it. Or at least give players the option.

Diablo is like Wicked feels for now - Solo DPS trumps everything else and trivializes the game. Going full damage is easy. Every good build is just another flavor of full DPS. Utility feels like a waste of time and effort, one gets punished for it and its also very difficult to get off the ground, if at all.

You not thinking past big numbers, when i list defensive options, buffs and debuffs, proves the point that we need some innovation in that regard.

We got a Souls-Like core with ARPG options - We could have truly interesting and strong utility options and playstyle diversity, that could actually be worth it. That is my point.

More wicked.

That is all.

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I like the idea of being able to change the function of runes, something I wish Diablo 4 did more with gear affecting function of skills.

But in wicked, since there aren’t any skills, I feel like a homing fire ball would just be a different tune rather than the same rune but with some added difference

I’m not sure about multiple endgame options. Depending on what devs’ trying to achieve, I personally think they’re going to the right directions with roguelike endgame content. Just have to be executed correctly.

I don’t think making the game live service with seasonal content fits the game. At that point, just make a DLC or expansions. That’s far more better options (that actually on their plan, iirc). Making it seasonal and live service-y would put it on a timer while making it a robust true endless roguelike would make it self sustain.

Personally I’m not too fond with modern game mechanics like live service, seasons, mtx, gacha, etc. Just felt predatory and unhealthy.

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I sure hope not roguelikes bore me to death within minutes tbh.
I remember the devs saying they want a living changing world or something, so fingers crossed this crucible thing is just a small part of the end game…

That’s where we differ then. And that’s fine. When talking about alive system, they’re referring to the overworld. And when talking about the crucibles, they’re specifically call it a roguelike. The finished game might be a totally different genre though. I’ll just wait.

  1. more focused combat and relax system. make the intense combat and relaxed farming or gathering part longer and more focused instead of scattered all over the world like right now

  2. better enchanting, rune system. let me control or know what I get when enchanting and have swaplable rune and description of the rune skill so I don’t have to buy 6 sword just to try 6 runes.

  3. more and easier access to inventory space early.

Roguelikes are awesome.

I think the crucible definitely had a lack of variety right now. It’s essentially the same 6-7 room/layouts but in different orders. But I hope that they add a ton of variety in updates.

Also, I’d like a true roguelike mode where you start with very basic gear and then unlock random gear and enchantments and runes as you move through, similar to Hades or the recent wonderful GOW Ragnarok Valhalla.

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Agree! That’s also part of my suggestion here.

I’m back. I’ve come up with my top 3, although there’s some overlap with earlier suggestions:

  1. I want great theory-crafting. This will require lots of mechanically different skills. I want to get creative like when building an MtG deck or when crafting a Guild Wars 1 character back in the day.

  2. I want a varied and competitive endgame. Ultimately, competition is the only thing that keeps games alive indefinitely. So it’ll need both PvP and competitive PvE (like speed-run dungeons, for example).

  3. I want to play with my friends. So I want a game that my friends can love as well, and I want there to be incentives to play with friends. So one suggestion, taking into account my second point: How about speed-run dungeons, but some of the dungeons require at least two players because there are gate/lever interactions that can’t be done alone? Like Portal 2 co-op, but without the portal gun.

@RomoloHero

I don’t know how feasible and efficient it could be but I saw that is possible to create a poll or a table.

Maybe use these tools to collect the requests and people can come here, comment, and use whatever tool you may have chosen to clarify the community’s requests tendencies.

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I did not know that.

I do think it would be a great idea for a future post, as a follow up.

This post was made like 2 days ago, so I’ll let it simmer for a bit and then do that. Good call on the poll stuff, did not know we could do that, so thanks for that.

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