r/Witchfire

A Somewhat Long Winded Feedback Post.

Introduction - 

Buckle up cause this may be a long one. I have been following this game since it was first teased and I am one of the day one adopters. I’ve played through all of the available content four times now over the years (always starting with Penitent cause I’ve always felt this was the "Correct" narrative move.) I’ve read all the dev diaries as they come out and following along with the process of this game has been a total treat. This is also the first extensive feedback post I’ve ever felt compelled to write up directly to a developer. This is because, even at this stage, Witchfire is one of my favorite games I’ve ever had the pleasure of playing. So, the reason for my post is that now that we are so close to the final release I have some suggestions that I believe can take this game from an amazing game to something that can propel Witchfire into one of the all time greats.

This preface is important because without it this post may seem overly nitpicky and that is in no way my intention.

Quality of Life Changes: 

Item Selection: I think it would go a long way if in the item selection area the items showed their background upgrade colors so you know which ones haven’t been fully leveled yet. Just a little quality of life thing.

Testing Area Item Selection: Add a way to swap weapons/spells in the testing area so you don’t have to run back and forth. The streamers would definitely at least thank you.

Herbalist Brew: I know the herbs have a slightly brighter green color on the map over the shrooms but maybe change that to a different color altogether. Also, some people are red/green color blind which I bet is a nightmare for them.

Build Sets: I am no way the first person to say this but being able to create build tabs would be really nice and save all the running around. 

Mechanics:

Torment IV:  This starting the map on max corruption is way too hard in comparison to other torments. The only way I found to complete it was to do it on Witch Mountain via the Labyrinth.  

Monkey’s Paw: Basically I don’t really understand the reason this item exists. Or rather I don’t know when I would want to use it. Maybe I’m missing something? 

Henbane and the Wellspring incense: This is probably my most hot take but I think these should be removed from the game as options and integrated into the overall system at a lessened rate. Enemies are their most dangerous when they dogpile you and you die out of nowhere. You accidently back into a weird tree or wall and BAM. This makes Henbane and more importantly the Wellspring incenses damn near unswappable, especially at the higher Gnosis level and Torments.

This has a ripple effect through many of the systems in the game. It makes much of the herb gathering unimportant other than Angelica which is at a premium. More importantly, it takes away the build variety. Also, before someone jumps down my throat yes I have tried a bunch of others and other than Shield builds (which you want the Bulwark which also takes Angelica funny enough) the others just don’t hold up and I end up feeling way less powerful. 

My proposal is to get rid of these and add a lesser version into the general mechanics of the game. Manifestations could add some amount to your max health as a default could go a long way by itself to making these two seeming less necessary. If you are worried how this would affect the early game runs this could only go into effect in say Gnosis 3 on.

A similar thing could be done in potion healing speed for henbane if they changed the breakers in the stat lines as well.

 Madness:

Madness is a main theme in Witchfire. Right now it feels like a somewhat weak mechanic and I think it could be overhauled to really add a bunch to the experience. It could also be used as a way to further make the witch a character and not some amorphous baddy at the top of a spooky mountain. Fighting the witch should be more than just a physical fight but a fight for our very minds.

The Madness Meter: The madness meter right now is one of the weakest mechanics of the game but I think it could be one of the greatest if you lean all the way in. Also make that meter a little smaller. It's pretty huge right now. Currently it is just a meter that you don’t want to fill all the way or it will start to damage you. Instead I propose it should instead affect your experience the more full it gets. Think Eternal Darkness style effects. 

Tying these effects to certain areas or enemies would further the immersion.

For example the longer you stare at an Attercop’s madness ball you might sporadically see small spiders crawling on your character to a point where he might try to shake them off or at the very end they might be on your screen.

These could be general as well like adding fake enemy markers on your mini map, more audio effects like the Witch whispering in your ear that you are gonna fail ect. Frankly I could go on and on with these and I am really interested to see what people could come up with.

Most importantly for me this is a great way for the Witch to become more of a character. In the beginning she could taunt you then she could whisper how you're not good enough and then eventually when you get close to the end of Witch Mountain she could even plead or try and bargain.

Calamities: The best introduction for a calamity is the spider one by far! The tons of little spiders crawling towards you adds so much to ratchet up tension and is just creepy. So add more profound effects like this to all the Calamity intros. Let us hear the sailors laugh and taunt us! Make frost grow on everything when we are gonna be hit by those frost zombie bastards. 

Tie Madness to The Familiars: If the madness mechanic changes from a damage mechanic to a more psychological one. I would then add unique ones to each of the Familiars to further cement the narrative and make the fights themselves more individualistic. 

Conclusion:

I planned on writing another section on narrative but frankly this one is already pretty long and that might be a bridge too far time wise to keep people engaged. That said, depending on how this post goes. I’m pretty new to this sort of thing. I may be inclined to make a separate one just for that subject. I would love to hear everyone’s thoughts.

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u/SonsOfMortarion — 11 hours ago

How to get tribunal ?

i've read that to get tribunal i needed to complete torment Alpha (VI), but i already completed it 2 times and didn't get tribunal. Is it a random drop ? Or does the way to get it changed with 0.9 ?

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u/IMO555 — 8 hours ago

Give me ideas for Fire + Decay loadouts.

OK, so I've been running a Frostbite + Ricochet + lightning spells forever at this point. I love this loadout, but I decided to switch things up and find a loadout based around Fire and Decay.

My current attempt is like this:

• Midas, Corpse Eater, Tempest

• Fireballs, Miasma

• Church Bell meele

• Parasite, Monkshood, Ring of Excreta

The idea was to supply Decay for Corpse Eater hipfire procs and use fireballs and Midas to add extra dps and fire element.

And it works in general. But it also feels like I'm just running Midas with extra steps since it deals with most enemies just fine when I pull it out.

So I'm curious what are other similar loadouts out there. And is Midas really just that good on its own?

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u/_Weyland_ — 13 hours ago

Latent Orbs of Island of the Damned

How do you get a Latent Orbs of Island of the Damned if by the time you kill the whole map, except for the wailing tower, you never have 30 Divine Essence? any tips?

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u/uriloren — 13 hours ago

Thought I wasn't strong enough but...

That stupid widow spider boss! Thought I wasn't strong enough to kill it..

I am Gnosis III and died about 10 times to it...then I realised I need to use the right type of gun and spells. I was using all lighting and apparently mixing spells is way better?

The most annoying part are those small spiders that it spawns, I don't think I ever want to fight that stupid boss again.

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u/alien_tickler — 23 hours ago

Regarding hidden details and map exploration

Last time I played was back in version 0.6.

How's the game been treating those of you that have stuck around to see the new updates?

Last time I used the Discord for feedback/requests I remember there were a few users requesting for more points of interests/easter eggs that you could only find if you deliberately go off the beaten path, not-so-obvious prop placements that are actually a parkour section, etc. And I also supported this because the maps are sufficiently large in the horizontal and vertical, that I think it'd be a waste of space if they didn't contain hidden paths.

Without spoiling the wheres or hows, did this type of suggestion bare fruit in maps after 0.6 update? Perhaps old maps got revisited to fill with more hidden things?

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What are these?

They're dotted around most maps and seem have different elements associated with them. They have a map marker...How do I activate them?

u/GeneralTachenko — 1 day ago

What do you like to focus first during ascension?

I personally like to put faith up to 30 before focusing anything else, though it seems chest drops have drastically changed since I last played, which might influence that decision now. I think I still like having it for the divine intervention and picking up valuables once I'm in a location.

thinking about either Flesh or Blood to 30 next for either HP or stamina.

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u/Own_Concentrate5314 — 2 days ago
▲ 130 r/Witchfire

Needed a solo game for my spare time.

Was going to buy Borderlands 4, but when I got to the checkout screen, this game showed up below.

I bought this instead.

Git fucked 2K.

Im going in boyos.

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u/ZUVARAL — 2 days ago

Prophecy of Nimble Fingers not working fully and is in it's current state, really not worth sacrificing 2 omens for 90% of the time.

So this prophecy has the side effect of forgetting 2 random arcana you acquired to boost whatever arcana nimble fingers offers.... 2 things: It literally gave me no benefit whatsoever for my "Critical Chain" Ability. It forgot 2 very useful arcana and did not even boost critical chain... it stayed exactly the same "2 critical shots in a row conjure a bullet in the magazine" So I lost 2 useful arcana (20 percent of my build) for absolutely nothing. The other thing, even if the omen boosts something... it's literally never worth it. So for example, I get an a charged ability from the omen but I lose witchfire orbs, then I lose any damage on a burning enemy is critical so I can..... Get a 5% flat increase in charged spell damage? Or whatever? That is NEVER worth it. Please fix and rework this omen as currently it's only frustrating.

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u/BreakLeft4408 — 2 days ago

Weird visual bug please help!

I cannot for the life of me figure out why this visual bug is happening. I've spend almost an hour messing with settings and looking up things online and I can't find anything on it. Any time I move or walk there's these white blobs that appear at the bottom of my screen. Like part of the map isn't loading in. If anyone knows how to fix this please let me know i just started the game and this is driving me insaine (fixed the video as a screen recording instead of my camera)

u/Equivalent-Ad-7005 — 2 days ago

Regarding the latest addition to the Hermitorium.

Spoilers for new players ahead.

>!I am of of course talking about Mesel. I'm just not gelling with this character. Everything else in the game is shrouded in mystery apart from her. I wish she was a cloaked/hooded figure or didn't speak and used notes like when you first have to summon her. I get that the devs felt that a new character was needed but there is no mystery about her at all. !<

>!I love the fact that almost everything in the game has to be earned and ofc we still haven't reached version 1 of the game and things could change. I hope the devs make slight adjustments to her in some way as I'm just not liking her addition to the game. !<

>!I felt/feel the same way about the gatekeepers (are they still in game as I haven't run across one since the latest update?) Their existence slows down the gameplay in an unnecessary way.!<

>!What do other players think? I'd be interested to see if I'm in the minority on this one.!<

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u/infigap — 3 days ago

Need advice for 4th location.

Am i doing something wrong? I've unlocked city location and difficulty jump is unreal. i managed to get half way through and just ran out of ammo. Straight out of portal, i've got 2 elite enemies. some guy with crossbow and big dude with a shovel that spawns adds and throws poison clouds. beat them, by kiting crossbow guy a bit away and running around vagon.

then when i feel like i'm about to clear skull icon, screen shakes and more people spawn. it was so exhausting.

other tries werent as egregious, i managed to kill one boss with a key. but location feels like a slog to get through. everything feels extremely spongy.

i'm on gnosis 2 level 33. with 20 Flesh, 23 blood and 20 arsenal. weapons Hangfire and Ricochet, both level 3.

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u/OrKToS — 3 days ago

What loadouts are yall using for Marshland?

Finally decided to start exploring Marshland on Gnosis 6 after blowing up the other maps to my content and now I am the one getting blown up. This map is tough… What are yall using to deal with it? I have been trying to run Cricket and Nemesis but seems this weapon combo has some holes in it. I also havent been able to really figure out what relics are good, I have been stuck on Parasite which isnt that great.

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u/EndlessExp — 3 days ago

Torment VII and how I beat it (almost)

Hi Prayers.

I'm writing this post for whoever saw the description of the 7th torment and said "whattahell??".

Actually, the torment is fun, and the first time I went for the run, my obsession was about the ammo, as I think you all have. Unfortunately, I had enough ammo (we have some stacks in the stash), but the main problem was clearly the health bar.

For my second and final ran, I used this build:

  • Rotweaver for having ammo;
  • Striga for AoE damage;
  • Pyre Skull, so I can last-hit dying enemies, keeping the Skull active, and creating ammo for my Rotweaver;
  • Rotten Fiend, so I can avoid the enemy attentions/catcalling;
  • Mandrake, because I was afraid to die;
  • Dynamo Ring and Kirfane, because I have to maximaze the damage for the crowd;
  • Incence: Superior Conjurer, because I use a lot of spells;
  • Beads: Ailment Immunity Bead, Ammo Preservation Bead, Ammo Reserves Bead I, Elixir Bead II, Free Arcana Bead;
  • Prophecies: Air, Fire, Earth, Lightness, Heaviness, Gunpower, Firearms.

Strategy: I ran for the 5 temptations ignoring everything (the goal is having 3 light spells and 2 heavy ones, the two for ammo do not add you anything), then the Cleansing Bell, and now the game is easier. Not easy, easier.

I cleaned the camps launching every spell anytime my heath bar was under 100%. Then I used the Rotweaver as soos as I saw a dying enemy, and the Striga when 3 enemies were near each other.

I did not use a single elixir, I was never near dying, I had to use one normal ammo and demoniac ammo from my stash.

The only big problem was the Concelebrant: that motherfucker never dies, in fact I waited almost 3 minuts for the portal because of the infinite amount of regeneration the witch gave to it, but I survived and that's all that matter.

This is how I defeated it, based on my own playstyle (aggressive 1vs1, long ranged 1vsCrowd), I consume a lot of stamina dashing around for activating the Dynamo ring, I try to position myself near a exit so I can ran away, or a hallway so every bullet hits someone.

Therefore, this is not a must, this is just an idea.

If you did not understand something, I'm sorry for my poor english,

I'm from the south of Poland, a place called Italy. Wszyscy idźcie się pieprzyć, kurwy.

Have fun prayers!

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u/MiloDiRivoli — 3 days ago

From the moment i see this item all i can think about is insect swarm ability from bioshock series.

This would be very fitting as a light spell i think.

u/PissedOfBeet — 3 days ago

Pls Improve Boss Rewards and Replayability in Games

Right now, the bosses in the game don’t really feel meaningful. There are only a few of them, and once you defeat them the first time, there’s no real reason to fight them again. They don’t provide any ongoing value or progression, which makes them feel like one time obstacles rather than important parts of the game loop.

A better system would be to give bosses unique rewards that actually matter long run. For example, they could drop a special currency used to upgrade gear or purchase exclusive weapons that can only be obtained through boss encounters. That would immediately make bosses feel more rewarding and worth revisiting.

Also, the game would benefit from having more bosses for each bio overall. If each map had around three bosses, and maybe a rotating selection, it would add variety and keep gameplay fresh instead of feeling repetitive or empty after a few runs.

reddit.com
u/Scumtrass — 3 days ago