Loot Grind and AoE Is a Cheap Replacement For High Quality Gameplay.

I've just spent around 200 hours on NRFTW doing six fresh campaign runs on six different builds, and I’m finally glad a studio has the balls to make an innovative and fun ARPG again.

COMBAT
I hoped PoE2 would be that game, but I now realize it can't. Not because of incompetence from the devs — it’s just too risky. The player base is too important, and making a game too far from its origins is financially dangerous since it may alienate players. I’m thankful that the PoE2 team tried making fun “combo” characters, but it will never truly work. I did have some fun trying combo builds, and I appreciate that, but it’s just not as dynamic and interactive as it could be.

The expected game style of PoE is to fight massive amounts of monsters at once, which doesn’t lend itself to anything but a lot of AoE. That style is inherently not very dynamic, interactive, or tactical, even if it can still be fun.

NRFTW makes us fight one, two, or three mobs at most, but with a lot of monster power and surprisingly decent AI behind them, while also giving us tools to make those encounters challenging and engaging. Especially in the early game, you have to observe monster behavior and find openings to deal damage — almost like real combat. It’s challenging, but fun.

The terrain can also be deadly, making it possible to die even if you have an otherwise nearly unkillable character. The combination of hard monsters and lethal terrain removes the need for cheap and frustrating mechanics like random one-shots or immunities that we see in Diablo and PoE. The burden of not dying becomes much more about player agency instead of chance.

MAP DESIGN
Procedurally generated maps were advertised as a big deal back in the Diablo 1 and 2 days, but now they don’t mean much, and I’m not sure they ever did beyond the first playthrough. Those maps feel cheaply made, and there’s no real joy in exploring them. In fact, the incentive is to get through them as fast as possible because of the underlying loot chase.

People care very little — if at all — about procedural variance. Most prefer a smaller, select pool of fun, predictable, well-designed maps.

Instead of cheap procedural generation, the NRFTW team created absolute hand-crafted masterpieces of level design. These maps are genuinely fun to explore to completion and are worth replaying because of how complex and well executed they are.

In conclusion, I’m really glad someone is making an action RPG worthy of its “action” label — with challenging and engaging gameplay — instead of just another giant loot piñata designed for cheap dopamine hits.
IGN:

WhirlwindMaceBarb
Last bumped on Mar 24, 2026, 8:30:33 AM
bruh nobody who plays PoE wants to sit there and fight one to three mobs at a time. we play to blow up packs of mobs. this game just isnt for you, cya broski
game has been in a downward spiral since may 2018
You're completely right. NRFTW is different to poe and even poe2. They are making a soulslike in iso 3rd. which is of course a subset of arpgs. Its a different game. I abhor souls games, I don't need the souls type combat in an arpg. I found NRFTW to be tedious and boring. Thank god there are games for everyone out there.
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
I enjoy the multi-skill design of PoE2 more than I do the uni-skill combat design of PoE1.

It definitely makes combat feel more engaging and you can give each skill it's own "specialty" or "job" or use-case to make sure you have the right tools for every scenario.

Just because there's more than 3 monsters and the gameplay isn't slow enough to be easily confused with being turn-based doesn't mean that combat can't also be methodical or engaged strategically.

There's hordes of white and blue monsters that act as a swarm/cannon fodder to deal with, on top of rare mobs (of which you might be fighting 2 or 3 at once - much like in your example) that are tankier and require you to pay attention. And then unique bosses that are usually solo but become even more attention-demanding when they're not.

Despite current balance aspects in PoE2 enabling some crazy screen-clearing builds, they seem pretty keen on reeling these in during patches and trying their best to keep some differentiation from the PoE1 style which is very clearly to let players become the spreadsheet-based cookie-clicker-casino demi-god they aspire to be.

NRFTW is not meant to be like either PoE1 or PoE2 and I don't think any of the 3 games should bother trying to poach the players from the other games. We can have 3 separate games that are all good in their own way.
Who am I to say anything, I don't respect my time either.
No poe player wants wants no rest for the wicked gameplay. No rest for the wicked players should play no rest for the wicked.

oh wait, the game has been incomplete for years and they do things at a glacial pacing. Guess that explains why you need to force that view somewhere else.
Last edited by SkilloSkillo#0062 on Mar 24, 2026, 8:30:56 AM

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