Witchfire

Witchfire

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First impression feedback
I haven't played the game for too long now, but an okay amount to give feedback based on other games I've played.
The game has been awesome so far and this feedback is just personal insight on some aspects I personally found myself struggle with.

-Gnosis is not a fantastic difficulty system, you can literally cripple yourself if you don't realise just how much it will change the difficulty since the requirements to unlock them are MINIMAL compared to the spike in difficulty. It either needs to be something you CAN dial up when entering a stage or the requirements must be higher. I am gnosis 2 right now and I could get there before even beating the first boss just because I ran to the ships and had a lot of witchfire.
Now I'm kinda stuck level 1 and 2 while being afraid to get far in level 3 because I haven't tried to castle before turning difficulty up 2 notches.

-Classes are kinda......not great, there really isn't an actual identity to any of the classes and the stats are rarely actually important to the class. You also get random equipment (or at least when you grab the free options) and you get all classes their specialties within 2 hours of playing.
I feel like either keep classes but remove individual stat leveling, maybe give every class actual unique mechanics and let them build off of that mechanic. Then let us level each class on the same save-file.
Or remove classes and keep the level up system as is.

-The luck and Witchfire stat kinda seem counter-efficient. You level them to get more currency but you've probably spend so much currency on leveling that you'll end up with the same amount of profit in the end. Luck kinda only works if the upgrades you get after camps are rarity based.

-We need A LOT more upgrades, the roguelike aspect is very minimal right now and almost every single category has given me about the same 3 options every time, just in different orders. I know that there are a bunch of things you unlock later which expands on them, but it's still kinda lackluster in terms of variety.

-Camps walk way too far from their spot sometimes, I've had to literally traverse half the map sometimes to kill a single unit that left their spot completely.
Same with having extremely dangerous camps suddenly spawn in waves at the literal other side of the map instead of where it is shown on the map.

-Building on last point, when you have a very punishing stamina system and give the option for full long range classes, please don't have minions spawn inches away from our faces in massive mobs around us. At least give us a chance to counter it by seeing them burried in the ground or have them claw out of the ground before they can attack.
Playing mostly long ranged weapon, this just feels overly punishing.

-A lot of enemy design are either way too easy or just cheap difficulty. Like the red spectres having homing missiles and swordsmen just jumping halfway across the map while becoming untargeteable being just cheap difficulty and the goons, woodsman and spear dudes literally being canon fodder. A lot of these design would be a lot better if the game didn't just spawn the difficult ones on top of you for no reason in gaint groups over and over.

-Ammo can be a severe issue, as sometimes randomly you just won't get any or the chests spawn at the spawn point. So you either have to run all the way back to restock or have no ammo even if you 1-shot everything.
I've had to retreat so many times because I just ran out of ammo since not a single mob dropped any. I get that it needs to be in the game, but I think having no chests that fully restore it and maybe get like 30% after a camp + drops would feel less bad.

-Things are generally explained terribly in this game. Any item, new function and weapon needs to be googled because the wording is either super vague or non-existent. Same with any now gnosis content.
I get it, we need to figure stuff out ourselves but at some point having to throw entire runs away because stuff is vague is just not healthy for a game.
Same with traps, sometimes trap are traps, sometimes what looks like a trap actually is a helpful thing and you just need to get close to find out. But wait, it actually way a trap this time.
Yeah, no, trial and error is fun until it literally ends your run because you got curious.
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A few good thoughts in there. FYI - Stat leveling is changing in the upcoming Webgrave update. Also, the current tutorial isn't final. They're looking to expand on it. Ammo becomes less of an issue as you level (i.e. spell/weapon/equipment dmg and usage increases). Currently, higher Gnosis and the Luck stat also play into increased ammo drops. Early on, it does force you to retreat and extract more. Leveling is a bit of a grind but once your build gets going, it becomes a lot more manageable.
Originally posted by hex_eye:
A few good thoughts in there. FYI - Stat leveling is changing in the upcoming Webgrave update. Also, the current tutorial isn't final. They're looking to expand on it. Ammo becomes less of an issue as you level (i.e. spell/weapon/equipment dmg and usage increases). Currently, higher Gnosis and the Luck stat also play into increased ammo drops. Early on, it does force you to retreat and extract moore. Leveling is a bit of grind but once your build gets going, it becomes a lot more manageable.
True, ammo management is less of a problem now then it was before (it was especially prevalent when first trying to attempt the underground dungeons).
Looking forward to a new leveling system! And maybe some more expanations or delays of certain mechanics, mostly the mask/boon system confuses me, I have none of the masks completed yet but I can spend witchfire for quests that give me currency which allows me to buy boons which right now have 0 function.

The foundation of this game is amazing, I'll just need to do more research for the current content and maybe patience for new content and better onboarding
The classes are like in Dark Souls, just starting builds, not more than that
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Date Posted: Jul 9, 2025 @ 9:47am
Posts: 3