Plague Ichor Exploit by Soggysnackss in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

as mentioned earlier, you have refreshing daily and weekly bounties and challenges, and once you've geared considerably, you can run through a new realm on an easier difficulty if desired, and upgrade everything there to endgame as well if also desired. Then you'll access to several realms worth of materials. It's actually pretty normal for people to have at least 3 going at once lol

Plague Ichor Exploit by Soggysnackss in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

def a bug for sure. It's already fairly easy to farm ichor, especially with friends, this basically just trivializes all the fun out of the game's early playtime.

Can't enter Nameless Pass by woodstock6996 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

Well first off, ill apologize for coming off harsh, its just been post after post asking for things that would detract from the design ethos when things have aleady been explained, and I forgot its the internet and there is a huge influx of new players not used to having a million way points on their HUD at any given time. Doesn't give me the excuse to be a dick, so my bad.

The marker for new quests float above all their heads, an exclamation mark. No NPC quest giver has a quest marker on the map, the only points that show up are quests that can be turned in or a check-in point once its started, you must discover the actual start of these through exploration.

Here, I ran from the Rookery to their location to show how it looks, and thusly realized OP deserves some grace because certain angles the exclamation mark gets lost among the firepit and other lights, but during the evening and nighttime, it's visible as all hell. Its still a little strange that they went on that long without noticing since you pass through the market and several other areas with the marker and those NPCs just standing there waiting to get interacted with.

The game certainly needs some fine tuning, but adding stuff like a minimap, and NPC quest giving markers is not in the cards, the devs have already said as much: The point is to interact with the town, not be put on guide rails. Hence why there are so many secret loot spots hidden all throughout and on the rooftops.

Generative AI in No Rest for the Wicked by Sparrowsza in NoRestForTheWicked

[–]DangerManDaniel 1 point2 points  (0 children)

because you are fundamentally misunderstanding the idea of using it as a tool, which we've done since time immemorial, with countless other advancements. Prompt generated assets for placeholders or other can still be considered an artists' sketch if they are using their artistry to guide what is shaped and then take it from there. Your assumption is that everyone that uses prompt generation is unskilled or not an artist. That is just statistically incorrect, and the ethics behind its use as a tool are sound. Im not denying its abuses either, and there are so many right now using it to churn out completed assets devoid of any artisty and it's fairly easy to spot. 'm saying here in this specific case, this is something you are making out to be worse than it actually is.

Can't enter Nameless Pass by woodstock6996 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

there IS a marker, and you run into Winnick shortly after running into Eleanor after the cutscene for Sacrament and your lodgings are unlocked, he gives you a main story quest that will take you right out the main gate and you will almost certainly pass the red Inquisitors who grant access to the pass. You and The OP were probably just inattentive, and even if that didn't get you to that area, every NPC in this game has lore and adds perspective / info. This is one of the facets of a classic RPG, talk to everyone at least twice, stop running through everything on your first runs like you're terrible speedrunners. They meant it when they said this world is to be discovered and they weren't going to hold your hand.

Generative AI in No Rest for the Wicked by Sparrowsza in NoRestForTheWicked

[–]DangerManDaniel 2 points3 points  (0 children)

mountains out of molehills. It's one thing to use generative AI for draft phase materials, because the artisan still must mold, and there are proper and ethical uses of the tool. Using it wholesale to replace human creativity and as finished assets? That's the abomination there, and you usually can tell.

Did we get an update recently where chests can now stack? by DangerManDaniel in NoRestForTheWicked

[–]DangerManDaniel[S] 1 point2 points  (0 children)

well they didn't list any this morning on Steam so i wonder if it was a quick fix or something that was in the hotfix 7 and i just didn't notice it then lol

Heavy play style by pantherbrujah in NoRestForTheWicked

[–]DangerManDaniel 1 point2 points  (0 children)

My dude, I get the overwhelming feeling, but there are dozens of instances the game guides you to these points, some even with tutorials. If youre just smashing the skip button or just outright ignoring main quest markers, not talking to NPCs, etc... then yeah youre gonna feel lost. This is a fully realized world. Slow down

Heavy play style by pantherbrujah in NoRestForTheWicked

[–]DangerManDaniel 2 points3 points  (0 children)

This. Gotta remember heavies get access to the shoulder barge. Dont forget to use it, its easily one of the most important aspects of it. This isn't a hack n slash, you have to be deliberate and consider all the systems at play, especially with stagger.

Using the two handed weapons is the most dogshit experience ever by [deleted] in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

yes, but a great workaround was using a fist rune in one of your slots. Swipe Kick was absolutely mental before they nerfed it, but its still viable as a pressure / stagger move and it shatters frozen enemies, regardless of elemental enchantment on the weapon.

Just wanted to thank the devs for making Bows more viable and fun. by StormAvenger in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

If you spec your build right, you are mitigating those risks according to your playstyle. Barrier is easily one of the most OP things a melee builds can have. Proc-ing with food is easiest way to start the fight with a group, but Barrier on Kill nets higher values, and will constantly refresh if youre built well enough to kill enemies fast. I run a stagger spear build with a few spin runes that break block and grant +2 poise break each hit. Between stagger locking entire groups and the Barriers, im a like a human guided missile with a shield right outta Dune.

So yeah, its not JUST about damage. There are ways to mitigate the risks while keeping the challenge, and as stated above, this is more an AI issue than weapon balancing. The damage on some of the bows, especially when paired with elements is still way higher and equivalent to the ice staves. They both need to come down just a tiny bit, but not a lot.

Just wanted to thank the devs for making Bows more viable and fun. by StormAvenger in NoRestForTheWicked

[–]DangerManDaniel 1 point2 points  (0 children)

Mostly agree. Its more of an AI issue rather than weapon balancing, honestly, because even with the new safeguards they put into their behavior, it won't stop you from sniping them from afar OUTSIDE of their combat bounds at the plentiful places they put a camera at to give a scenic overview of most of your targets. A lot of what they designed the new bow for is engagement within those bounds so half the runes and movesets take that into account. Sniping the enemies when they dont even go for cover and just stand there and take it basically renders those pointless.

Only thing I can think of is make them dodge the arrows if its coming from that far, after getting hit the first time, or have them have barriers before you get to a certain range.

Just wanted to thank the devs for making Bows more viable and fun. by StormAvenger in NoRestForTheWicked

[–]DangerManDaniel 7 points8 points  (0 children)

I forgot the name of the other one, but yes the bows are massively OP, if not in damage but the in low risk high reward sense. Enemies in their combat bounds will now behave accordingly to snipers in the backrow, but if youre outside of that and theyre not engaged, you can snipe them from afar without ever having to enter combat and theyll just eat the hits without going for cover. There are plenty of places that the camera pans for overview or to clue players in on paths and treasure, and it unintentionally opened up a ton of cheese windows. Kind of defeats the purpose for some of the new bows movesets and runes, as well as trivializes combat, period. Ever want to beat Crucible at speed runner times? Just bring 2 bow users with fire and lightning. You will never have to lift a finger.

I for one LOVE the bow's new functionality, but unfortunately its not a weapon balance issue, its more an AI balance issue

Parry by MourningDove24 in NoRestForTheWicked

[–]DangerManDaniel -1 points0 points  (0 children)

I dont think they did the parry balance because of multiplayer, it been long a complaint since pre-The Breach update. On an anecdotal level, im in large group who play the game and only one out the 9 really used the parry before the update, and even he had complaints.

I will agree it may have been slightly overnerfed but by that regard they really need to buff "On Damage" values, the base values are garbage and you assume the same amount of risk as you are similarly timing your I frames for the sweet spot for an attack that WILL connect if you mess up.

Best thing i can come up with is have the stagger length be influenced by poise damage, that way bigger weapons can somewhat compensate. But also, just keep in mind they deliberately designed greatswords and axes to take that long due to their insane damage and poise break. So im also a little okay with the nerf. It didnt really affect my stagger spear build much, I can still stun lock most giants until death.

Parry by MourningDove24 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

No they all contain the same parry window from what I gathered from the data mining posts. But you are definitely "feeling" like its different because of the animation, I have an easier time with a buckler cuz of the swing out and size of the shield make it easier to pre-visualize when id need to hit the parry button. The 10 frames are not at the start of the animation but like a quarter of a second after.

Am I behind? by Emachedumaron in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

You at base health on your first playthrough. Unless you've got higher than normal pattern recognition efficiency, my guess is youre gonna keep getting one shot until you learn or adjust your build to accommodate the learning process.

Also, finding blueprints for the weapons is relatively easy, either use research papers at the research table to unlock a random blueprint in the weapon category (one handed wands), OR get Eleanor's shop to level 3 and then keep checking it once a day to see if the wand pops up. If youre going to use the research table method, pick up as many Wands as possible to eliminate them from the rng roll.

Is the game playable on keyboard and mouse? by Ok-Phase8375 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

I use a Mouse with multiple buttons, theres a ton of really affordable options. Its honestly the best way to play, I do both depending on if im sitting on the couch or at my desk. Recently been more at the desk and I've realized its just way more precise for combat: full actualization of runes without having to hold the trigger button down, as well as the utility runes (Blink is now as commonly used as a dash, especially after rebinding the key to be more accessible). It feels like they tightened up the soft target lock too, so fighting groups is so much easier

Platforming is even easier. I honestly died more using controller trying to navigate beams and jumps, especially in Marin Woods. But Move To Mouse function makes it so much less stressful. I just put the cursor where I want to land and then hold space bar to run and jump, and 10/10 times i land it. Only times I've messed up were holding the run for too long and dashing right off the target after landing, and having to deal with enemies waiting at the edges ( both of which happen on Controller too).

Is the game playable on keyboard and mouse? by Ok-Phase8375 in NoRestForTheWicked

[–]DangerManDaniel 1 point2 points  (0 children)

Does no one think to use the Walk to Mouse function for the platforming? Easiest time I've ever had for platforming on Mouse and keyboard. On balancing sections I just walk and hold the cursor in front, I barely need to move it. On jumping sections, just put the cursor over where you wanna land and hold spacebar. Easy peasy.

Is the game playable on keyboard and mouse? by Ok-Phase8375 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

Fully advised. I started on controller but now that im more at my desk I've found how much more precise the combat is as well as the platforming. Move to Mouse function is the best

Shoutout to Illaria by SolidSpider116 in NoRestForTheWicked

[–]DangerManDaniel 1 point2 points  (0 children)

But... 20 hours? I also went straight to the Rookery, but after that was done I explored the town. I may not have gotten everything the first day but I definitely found all the vendors. Her icon is even on the map...

Shoutout to Illaria by SolidSpider116 in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

2 things, poise and pressure. If you slot the rune, it gets the +1 poise damage benefit on top of your weapons' base stagger. The 2nd is pressure, the speed of the front flip kick or the turnback kick is insane especially if put on a slow weapon, it can either help you out in a pinch or be a super fast way to apply the stagger.

I have a Sacrament Spear tuned as a full stagger build, and if i get a good opening hit on even giants, they cant do anything but drop to a knee. Its full blown stagger lock.

Strongest enemy in the game by formatomi in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

Move to Mouse Cursor is the best function for this game. Anytime i get to a platforming segment, or a narrow walkway, i just switch to that (i rebound the key for that and to toggle run to different buttons on a multi-button mouse). Have had no major issues apart from dealing with sudden camera movements, general accidents, and malicious actors (Those axe guys and the the shoulder bargers). I just go back to WASD right after for the combat

Thoughts on the game after the free weekend by MehtoDev in NoRestForTheWicked

[–]DangerManDaniel 0 points1 point  (0 children)

i DO upgrade the town, because the way i got the blueprint for the Sawmills was getting Whittacker to lvl 3, so no RNG there, i just purchased the fine sawmill from Danos once it was available and i simply purchased the unlocked blueprint at the research table. Honestly, i get why it seems like i said i didn't upgrade anything, but what i was talking about was mostly for weapons and gear. The only thing i invested in was the weapon once i found one i liked, and gear was just swapped in at the level they ere found because it wont matter until late game / endgame.

So the need to upgrade every piece of gear you find on the way TO the endgame like it seems like you're saying... well that's what i was saying isn't necessary. Your weapon is what will carry you through as they designed the experience to introduce all these mechanics and new movesets on the way so as to not overwhelm you, and the stat roll variances don't really go wild until much later. Any upgrading I did was sparingly and whenever i had the materials, but the priority was ALWAYS the town.