u/No_Idea_2852

Enemies on Scarlet Coast enjoy long walks on the beach

Enemies on Scarlet Coast enjoy long walks on the beach

There's some strange pathfinding in this area on scarlet coast - enemies coming from where I'm standing seem determined to walk all the way the end of this stretch of coastline (near where the vault exit is) before doubling back towards me. Can't say I blame them for enjoying this lovely stretch of coastline though

u/No_Idea_2852 — 11 hours ago

Ideas for making this game even better

I've played a lot of Witchfire (currently sitting at around level 320) and adore this game - it's got so much content and polish already despite being in early access - but there are a few systems and elements that in my view could do with a bit of attention in future updates to many this game even better:

  1. The fallen preyer system could do with a bit of a rework. I like the concept of finding the mask shards scattered across the map and using them to unlock fallen preyers to help you in your runs, and the additional choice that this gives the player, but some of the implementation of this system could be improved. Firstly, the echoes and boons system feels a bit odd - Preyer echoes are ridiculously easy to get, and it's very easy to amass thousands of them by simply paying the minimal cost to do an echo quest every run, even if you completely ignore what the echo quest is. In my opinion, there are three alternative solutions to resolving this: the first is to just remove this system entirely (such that you get a certain number of boons every run automatically, with the number you get increasing with gnosis level, which are refilled automatically without using echoes). Alternatively, you could make doing an echo quest harder (either through increasing the cost from 1000 Witchfire, making them more specific or award less echoes, or making the run on which you are doing an echo quest harder - through increasing the rate of world corruption, for example). Thirdly, they could give Preyer echoes an alternative use. The best one would be to let you use them to upgrade fallen preyers, or use them during a run to summon a fallen preyer on demand.

  2. Divine essence needs more uses on some maps. On some maps this is done well currently - witch mountain has a few different uses for it, and island of the damned lets you use it to unlock more prophecies. But on the other maps, beyond using it to for latent orbs, it's useless. This feels unsatisfying, particularly when you're doing a torment or stimulant run where you can easily amass a lot of divine essence, as you end up not getting anything for it when you escape. Adding additional prophecies to other maps which you can unlock with divine essence would be good, or alternatively just allowing you to convert it to Witchfire similarly to what you can do on island of the damned.

  3. Add mysterium upgrades and elements to demonic weapons. All too often I forget that I even have a demonic weapon because they aren't significantly better than normal weapons with the right upgrades and arcana. This would be a way to incentivise integrating demonic weapons into your build.

  4. Some witch vaults could do with a rework. The island witch vault is a bit too hard for how early you can access it, particularly given the madness mechanic which can feel very frustrating and annoying especially for new players. While I don't dislike the vault, the combination of some potential insta kill platforming, poorly telegraphed madness mechanics plus a lot of enemies can make this a bit too challenging for the vault on the first map. The Scarlett coast witch vault is too small and easy, too.

  5. I know witch mountain is an unfinished map so conscious that this could all be changing in the next update, but the labyrinth could do with some tweaks to make it less easy. I love the concept so much, but as it currently stands it's a bit too easy, as you can generally kill the summoning orbs before they can summon much or the enemies get much of a chance to attack you. A simple tweak such as giving these more health or changing the way that you disable them would help to make this section feel a bit tougher. I know that there's a boss fight to follow at the end of the labyrinth so it shouldn't be too difficult, but after the first couple of orbs your summoned minions take most of the agro anyway, which at present makes this feel a bit anticlimactic.

To be clear, the game is still fantastic even without these tweaks, but I hope that future updates address some of these systems to make Witchfire even better.

reddit.com
u/No_Idea_2852 — 6 days ago