I’ve logged 30 hours into NRFTW so far and I love it! That being said, now that I’m finding cooler/interesting weapons I want to try them out. However, it instantly killed my vibe the second I realized I couldn’t see the actual damage output of weapons that I didn’t meet the minimum requirement for. For example, I had only spec’d into Stamina, Health, Strength, and Equip Load. Which means all my other stats are at the base 10 points. I found a weapon called Moonshaft and it looks AMAZING! But in order to see the actual damage it can do, I have to have a min. of 26 Dexterity and 26 Faith, so 16 points needed for both categories- which results in 32 Fallen Embers. All just to see IF it’s better than my current gear. Which is an expensive gamble considering the fact that it could very well be worse than my current gear/build. Which of course means another 32 Fallen Embers just to get back to my normal build. And that’s just for 1 weapon? I have so many cool looking weapons that I want to try but this system is just TOO expensive. I hope to see some changes for this soon, but overall, I’m really enjoying the game. This is the first game I’ve ever written a Steam review for, and this is the only game that I’ve used a 3rd party website to leave feedback on. That how I know this game is something special.
Maybe a system would be good where you could Change the scaling of the weapon. It would allow more costumisation of the builds and would be easier then changing your whole build. It is a bit Like in dark souls 1. You could also Go in another direction Like lies of p where you Take Something from one weapon and give it to another which Changes the scaling or Something.
One word of advice is to stop thinking about the game as you’ll only have one character in one world like souls do. It’s normal in ARPG’s & MMOs to have multiple characters for multiple classes. Because think about it this way do you really want to respec & redo your build every single time you want to play an assassin, and then decide oh maybe a cleric, oh today I want to be the tank for the group, then the next day you want to be an archer?
The respec is mostly there for minor changes like deciding to go fth/str instead of str/fth or allocating points to weight or health. It’s not really meant for class swaps.
While that is a fair and valid response- don’t you still think it’s extremely expensive if you want to re-spec to try out a weapon that would still fit into your “class type”? For example, there’s a bunch of two-handed weapons that also require you to have points spec’d into Intelligence/Intellect, or Faith. But as a Strength, Dex, and Health build user, it would still cost me 16 Fallen Embers to go from the base 10 in Int/Faith to the required 26 (or whatever the cost.) All to just TRY that weapon out at its full potential. And then another 16 just to go back to my old build if I don’t like it/it’s worse than my current build.
I guess it depends? The most important things about a weapon in this game are their movesets and you are able to try the weapons even if you don’t have the right stats for it to see how it handles so that complaint is invalid via the game mechanics.
As for you not being able to actually use use those weapons in real combat, I don’t personally find that a valid complaint. Soulslike’s weapon lock you via stats like this game, ARPGs often weapon lock you via class. If you are a str/dex build then of course there’s gonna be faith/int weapons you can’t use that just makes sense, especially when we have a level cap.
I think it would be better if they had more clear categories for weapons and their scaling. So that you know what type or category of weapons you get to use when investing into stats. The thing that annoyed me the most was the pure Intelligence great sword: Icebreaker.
I’d expected that to be a strength weapon since it is a great sword. I think we as players need to be more informed, before investing stat points, to what weapons we get to use when we invest into stats.
Maybe a list or category overview. For example, have every 1 handed hammer be Faith/Strength and bows are pure dex. This way players can plan their build beforehand. So we don’t end up finding a weapon we like the aesthetic and moveset of, but we can’t use it since it has different scaling than our current stats.
Right and I get that, but you aren’t acknowledging the weapons that are Strength AND Faith based, or Strength AND Int. based. Faith and Int. aren’t typically spec’d into when you’re doing a Strength build, right? So, it would still be expensive to try those weapons out. And I understand being able to try out their move-sets regardless of if you meet the stat requirements, but I would still like to be able to compare damage to other weapons I’m using with the new move-sets of these other weapons?
I guess it depends here not saying either system is worse or better? Combo stat weapons just feel normal to me. There are several weapons in MMOs, ARPGs, soulslikes that aren’t single-stat specific. I sorta get what you mean if you were running str/int then found a str/fth which is so close you can almost taste it, but the one piece of logic I’m not aligning with is you seem to be thinking of int & faith as somewhat secondary stats.
In my head I see str/fth as a totally different build from pure str so when I can’t use a str/fth weapon I’m fine with it. str/fth is basically what a paladin is after all and a paladin & knight can’t be compared. There’s also not S-rank, A-rank, B-rank, etc scaling all weapons seemingly scale the same. So every 3 points of that stat above the requirement for a weapon adds 1 point of damage to it IIRC
The thing is- I don’t really feel like (-at least in the game’s current early access state,) there’s enough equipment/justification to run a Paladin/Cleric “build”. And maybe that’s what it partially comes down to, because I think there’s only 3-4 weapons that require Str/Faith or Int.
TBH the stats like str/dex/int/faith doesnt mean anything in current iteration of the game if i am not mistaken. It doesnt give anything besides scaling certain weapons, so there is no difference between them. You only choose the stat that is written on the item description if you like its attack patterns.
I hope they will change this in some way, because i dont see reason why we have all the different stats besides locking you into fraction of the weapons avalible.
I get this way it kind of makes your “class”, but i would like if these stats have something little extra, like str giving you more poise damage, dex giving you little more attack speed, faith or int giving you some focus generation bonus… that way the hybrid weapons would feel better and you could get something from stats that doesnet directly increase your weapon damage.
One more think i think would be nice is having the hybrid weapons scale with both stats equally. I mean if you have str/dex weapon, you have to have even split between str and dex to benefit.
I think it would be better if it would scale with both stats independantly. Then you can use hybrid weapons besides single stat weapons more effectivelly eneabling more builds to be viable.
In my opinion, the game needs a more complex stat scaling system. As an example, weapons should have different stat scalings, ranked from A, B, C, to D. Unique weapons maybe S.
For example Icebreaker [The Holy Greatsword] primarily scales off Faith while receiving a small bonus from Strength. I’m inspired by Elden Ring, where the Dark Moon Greatsword requires 32 Faith and 16 Strength, scaling more with Faith. In contrast, most hybrid weapons in NRFTW require two stats to be the same.
Take this club as an example. Why does it need a stat requirement of 26 Strength and 26 Faith? Instead, make Strength the main stat with a scaling of B, requiring 26 Strength to wield the weapon, and give Faith a scaling of D, requiring 16 Faith.
There’s about 5-7 str/fth or fth/str weapons and the same count for str/int or int/str and we have maybe 1/3 of the game so yeah I personally would just chalk it up to an early access state and honestly I think that’s enough for where we’re currently at. Even ER doesn’t truly have that many distinguishable dual stat weapons and this game has truly unique movesets per weapon.
If we’re talking overall paladin/cleric builds we’re lacking in runes but that’s mostly because that’s being held back a lil for the MP update. What we’ve got so far is mostly self-buffs which are actually substantial.