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You as a player are given way too few tools to keep the combat interesting. Some shortcomings can be adjusted/tweaked but some might not be as easily fixed. Parry is nigh useless as it does not provide any reasonable benefit for a high risk maneuver. Character movement is way too slow to be used to effectively reposition, engage or disengage enemies. You are forced to dodge most attacks. This forces you to boring patters of "dodge, dodge, dodge, attack once or twice, dodge, dodge, dodge." Lack of jump attack or light and heavy attack leads to boring repeating attack patterns. There is no variability in how to approach combat, the only decision is when to attack and how many times. Even the later decision is diminished as when to attack is determined by enemy opening and how many times is usually reduced to once or twice and dodging away.
This is still an isometric ARPG and not a souls-like. No Rest for the Wicked currently does not have the depth and variability of combat any decent souls-like would have. Can developers make the combat more interesting and variable in a long run? I certainly hope so as I still enjoyed the game a lot and find the idea of merging two different genres into a one very enticing.
I know what you mean but this is something I guess will be improved over time.
I also find it to be hilarous how
a) you don't know a weapons moveset since you can't equip something and try it out if you don't have the stats
b) some weapons I would like to try have some really strange stat requirements (here's a big mace - better level your intelligence .. what?!)
c) there's no stamina bar, only that barely visible stamina wheel-thingi. How is this oversight possible? So often I have to guess how much stamina I have left.
The Surge 2 was pretty good but yea, not totally wrong
salt and sanctuary is example of very good no traditional soulslike
Nioh would be great even without the loot, i would not disagree. And it is somewhat tedious with how the loot inspection works, i admit. I did word it badly, the game is not perfect, i just think it strikes a very good balance between impact of gear, upgrade paths via skill trees and player agency.
i also dont want the Moon devs to do a carbon copy of Nioh, they are doing a great job of creating their own ideas, i just think its a great game to learn from, which i bet they already do.
It's just some of the flaws (subjective) i notice here, are solved well in Nioh 2, while in No Rest irs till a bit ll over the place.
I understand starting an RPG slow, but it doesn't have to be THIS slow, imo.
Well, this IS an "Early Access" game... It's more like the "platform" the game will be built on. It's more developed and polished than the average EA game, for sure, but it's not "done" yet. Combat and gameplay mechanics are the basic feel the game will have, but with player guidance and feedback, the game will grow and improve.
I mean, I think it's better not to overcomplicate things with an EA game, and waste valuable time and resources. Instead of complex systems that may be unfamiliar or not well recieved, it's better to go with something a bit more basic and generic, which players will be familar with. Feedback can shape and mold the stuff into something very developed and well liked, and it's better to build on it than tear it back down to the foundation and redevelop. Kinda like vanilla ice cream. It's the best because its simple, and and you can add whatever you want until its completely different. If you have peanut butter rocky road, with cream and a cherry already on it, then there's not much you can change, short of just throwing it out and starting over.
At first I thought you meant better at playing them. I was like that's pretty spicy lol
Also, dodge, parry and rebuke need more work, you should be able to rebuke an enemy with a power swing, break their attack, just like they can break your attack with a rebuke or power swing, just more needed balance I think. So far so good though, at least they gave us the ability to restart on a new realm over and over, that has helped a ton, doubt anyone actually beat the first boss before the city on the original realm they started with, no way to beat that thing by level 3, not with this battle dynamic