Wicked Has the Best Combat I’ve Played — Here’s How to Turn It Into a Legendary Endgame

No Rest for the Wicked already delivers something rare:
a combat system that is precise, weighty, readable, and truly skill-based.

That alone puts it above most games in the genre.

But that strength also highlights what’s currently missing:

A long-term endgame that fully leverages this combat system.

Right now, Wicked feels like it’s one system away from greatness.

The suggestions below are designed to expand replayability, retention, and player-driven experiences — without requiring heavy narrative development — by building directly on what the game already does best.


1) PvP Invasion System (High Impact / High Retention)

The current 4-player world structure is a major advantage, not a limitation.
It naturally creates tension, avoids overcrowded fights, and keeps encounters readable — exactly what a skill-based combat system needs.

Core Design

  • Matchmaking based on character level + gear level
  • Players can invade another player’s world
  • If the invader wins → they are rewarded
  • If the host (and allies) win → they are rewarded

This would introduce unpredictability, tension, and high-stakes encounters into regular gameplay.

Critical Balance Principle

Rewards should be strictly cosmetic:

  • Token-based progression system
  • Dark aura effects
  • Unique crowns / helmets
  • Cloaks and visual gear

:right_arrow: This ensures zero power creep, while still creating a compelling long-term loop


2) Arena System (Scalable & Realistic Implementation Path)

If full invasions are not feasible in the short term, an arena system would be the strongest and most scalable alternative.

Proposed Modes

  • PvP: 1v1, 2v2, 3v3
  • PvE Solo: skill-based challenges
  • PvE Co-op with matchmaking (queue with random players, not only premades)

Why This Matters

  • Makes combat instantly accessible
  • Removes dependency on having a fixed group
  • Easier to balance, test, and iterate
  • Adds a structured competitive layer to the game

:right_arrow: This alone would significantly increase engagement and replayability


3) Abyss Crypt — A True Endgame PvE Loop

Wicked already has strong foundations with its crypt-style design.
This could evolve into a scalable, repeatable endgame system.

Concept

  • A descending “Abyss” dungeon

  • Increasing difficulty per level

  • Focus on:

    • Elite enemies
    • Dangerous encounters
    • Boss fights

Design Philosophy

  • Handcrafted arenas (not procedural spam)
  • Traps, secrets, and meaningful layouts
  • Encounters that test skill, timing, and decision-making — not just stats

Co-op Integration

  • Up to 4 players
  • Full matchmaking support

:right_arrow: This creates a high-skill, repeatable PvE loop that rewards mastery


Optional Flavor (High Value, Low Cost)

  • Mimic chests that trigger mini-boss encounters

These small moments:

  • Increase tension
  • Break predictability
  • Create memorable player stories

Why This Direction Works

These systems are not random additions — they are multipliers of what already exists.

They would:

  • Extend the game’s lifespan without heavy content production costs
  • Increase player retention through replayable systems
  • Encourage combat mastery and experimentation
  • Generate emergent, player-driven experiences

Most importantly:

They respect the game’s identity instead of diluting it.


Strategic Implementation (Realistic Approach)

This can be delivered modularly:

  1. Arena System (fastest impact, easiest to implement)
  2. Abyss Crypt Expansion (PvE depth and retention)
  3. PvP Invasions (long-term ecosystem evolution)

:right_arrow: Each step independently adds value
:right_arrow: Together, they define the game’s endgame


Final Thought

Right now, No Rest for the Wicked has something many games fail to achieve:

A combat system worth mastering.

What it needs now is a reason to keep mastering it.

Even implementing one of these systems would be a major step forward.

But together?

They don’t just improve the game — they define its future.


Don’t let this combat system go underutilized.

Build the endgame around it — and Wicked can become genre-defining.

Don’t agree with invasions, imo if they want to implement PvP the best way is via a PvPvE style extraction looter zone, ala the Dark Zone in The Division. Completely optional zone, but with a higher rate of loot for items and rare drops, this enticed players to go there to grind. In The Division, everyone in the zone was by default friendly, and you had to “go rogue” to initiate combat with another player.

I’m gonna be honest, i’d be okay with ‘invasions’ as long as it’s optional. You create a world, you have some of the modifiers thomas mentioned which could be implemented like body-run and whatsoever, you toggle it on and for that world it’s locked in; and i’m totally fine with it, but ‘IF’ it gets forced upon to me, then i’ll would honestly outright drop the game.

As much as i like From Software Games, aside from the Co-op Mode for me the forced invasion was the worst element of almost all of their games and that’s why i was happy to getting alternatives like Nioh and also recently Lords of the Fallen where you can toggle it off as well.

I can see why people enjoy it, i just find the ‘forced’ element behind it is quite painfull, because it often (not always, not for everyone obviously) clashes with the interests of PvE Players, and a game which has 90% of it’s content PvE attracts said player.

And nah, that’s not “skill-issue” nor it’s related to the Game itself either, but for me it always felt like an Adbreak in a good Movie. Like imagine watching lord of the rings, and every 15 minutes some weirdo rush into your room and want something from you…

Based on the feedback, I created a new idea. Improve this one!

:crossed_swords: Arena Mode Proposal - Wicked Feedback - No Rest For The Wicked

@itscozy keep it in English please, and no need to link something twice :wink:

Silas

thanks for the advice :handshake:

Arena is moved to the other topic, so I won’t comment on that except that I’m a huge fan of the idea.

I’m in favour of invasions as long as it’s an opt-in system, not an opt-out system. I like invasions on some days, not on others. Eg I don’t want them on my first playthrough. I’m happy with them on subsequent playthroughs.

I think the abyss idea is the best idea that I hadn’t heard yet. Similar to what I imagine Delve is in PoE (admittedly I’ve never played Delve), an unlimited depth system that gets harder and harder, ultimately becoming completely impossible, and everyone can find the depth that works for them. And then you can take elevators to different depths, in case you want to try different gear and builds, or just muck around for a bit.

The main challenge I see with that is that the environments are potentially pretty boring, because there’s only so many sources of light and different types of landscapes under the ground :sweat_smile:

No invasions, thank you