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also add they have higher defense on top high health pool
I would’ve loved BotW’s hard mode if it wasn’t for the annoying health regeneration.
Hope Tears doesn’t have this.
Me: “I’d like a challenge for my play through, please!”
Game: “SPONGES, SPONGES EVERYWHERE!”
dark souls new game+ modes just increase mob health and damage, the soul reward gets better too.
Everything is fine except for the enemy regen, that is just a lame way to make enemies more tanky
Love the good ol rts games of having the literal same unit lose to the enemy, even better with multiples. Bonus points for the enemy seeing past fog of war and earn extra economy.
The Witcher 3 is this all over. Super lame on the highest difficulty
Slay The Spire does the difficulty curve (called “ascension”) amazingly, but deckbuilders aren’t everyone’s cup of tea
in strategy games devs be like:
smarter ai with adapting strategies: >:I
ai gets 100x more ressources and stats for free: 🙂
Enemies having more health is great in games where you kill most everything really fast.
Playing Stranger of Paradise on Hard, the bosses hit you like a truck made out of fukyouanite, but you still kill them pretty quickly too. I would rather have it tweaked in the opposite direction. Give them way more health, and stop them from killing me in 1-2 hits
Far less frustrating, and gives me time to actually enjoy the damn fight
I still argue that the Civilization series is the worst big budget franchise when it comes to increasing difficulty.
The AIs still make dumbass moves and have no idea what they’re they’re doing, but they start with so many advantages and have baseline per-turn bonuses that they’re not pushovers. Imagine playing chess against a bad AI but he starts with 9 queens.
This is why I loved supergiant games take on difficulty. Choose what kind of boost the enemy gets for what reward
Rimworld does it fairly well. It just causes you Pain and suffering by not pulling it’s punches.
Oh so you thought you could survive? Prepare for three months of constant starvation in the freezing tundra with nothing but the things ordered to kill you.
I’m Breath of the Wild, enemy sponginess got so ridiculous sometimes that I’d just freeze enemies with ice arrows and push them off cliffs and let fall damage take its course.
Making enemies tanky for no reason isn’t good game design, they can be made more difficult in more organic ways.
RE Village had “village of shadows” mode, which not only made enemies absurdly more challenging, it added new ones in surprising places to keep you on your toes. It was awesome, because by then you were used to breezing through it, only to have a surprise enemy show up in a strategic boss fight area to completely throw you off
Challenge mode nowadays:
– fights a familiar boss
– boss has 10x higher HP of the original
– boss lacks weaknesses of the original
– boss has more movesets/effects that the original didn’t have
– buffs self and/or debuffs you that can’t be removed
– has time/turn limit
Don’t hide special endings behind harder modes, please…
Old fucks like me who can’t get through those challenges anymore can’t do anything about it :/
Shadow of. War had this issue until they added brutal mode. If you do
Nemasis, every fight takes 20 mins ffs. I hate bullet sponges.
Edit: added the word nemasis
As much as I like Borderlands 2 I almost never play UVHM, let alone the OP levels.
Damage sponges are so anti-fun. Turning your game into a chore is not the epitome of great game design. Too bad most NG+ use this approach.
Dead Cells and Risk of Rain 2 are great examples on how to do it right
I finished master mode when it came out and I feel like it is unequivocally the worst “harder” difficulty of any game I’ve ever played.
Idk what idiot at Nintendo thought combining regenerating sponges with weapons that break in five hits would be a good idea. It is a literal masterclass on how not to do advanced difficulty.
What could have made it more interesting, which you can see in some of the mods for BotW on PC:
– limited potions (like old Zelda)
– can’t eat in combat
– can’t change armor in combat
– no teleporting without specific resources
– rupee loss on death.
All of these things contribute to making you play the game differently and add a level or preparedness.
In Nintendo’s version the whole game is just: never fight anything ever. Because you’ll almost never recover more weapons than you spent. It’s just a waste of time. And that’s awful game design.
Fallout 4s Survival Difficulty was just right. You get one shot by everything but you also one shot everything. Worst that can happen is a pinpoint accuracy Molotov you can’t dodge which instakills you. Oh, and no fast travel.
Hitman WOA does this very well.
– Nobody gains extra health,
– You as 47 are way less tanky,
– Guards become more aware of their surroundings,
– More people can see through your disguises,
– More security camera’s,
– Limited saves.
This reminds me of the division so much.
Level1 starting generic gun does 1hp to a 100hp (1%) level 1 garbage enemy.
L300 legendary ultra rare once in a blood moon eclipse gun does 1000hp (1%) damage to the same enemy who is now also level 300 with 100000 hp.
Increasing the stats numbers for enemies as a way to make a game more difficult is so lazy and boring!
Doom Eternal.
Damage is the same.
Number of monsters is the same.
Everything stays exactly the same, except the enemies are far more aggressive which means the player needs to be quicker/more skillful.
Well, the most annoying, recently, were
* Nioh: just adds enemies. Face 1 boss, than 1 boss and a revenant, 1 boss and 2 revenants, 2 bosses, 3 bosses, keep adding to it. It means running around and kiting. No way you can take 3+ enemies at once with the game mechanics.
* GoW Ragnarok: sponges, overly spongy sponges. I remember trying to start the game in the hardest mode possible and taking 15-20 minutes to kill the first mob after non-stop counters and hits. It wasn’t hard at all, just very boring and slowpaced. Kinda like choosing to play it like a 90’s anime. 5 hours of yelling for namekusei to explode.
Literally Terraria’s Expert and Master mode respectively.
Hard modes should take the glass cannon approach to the player. I want to have it be challenging, but have it be because I messed up my timing, not because I couldn’t land 300 hits without taking one before dying.
I want to feel the strength of the character, but have that risk of getting annihilated quickly if I’m not careful
You should check out Forza horizon. Against unbeatable drivatars they have the advantage of not having to hit checkpoints, impossible top speeds, impossible grip, impossible torque, and teleportation.
I really hope the new game engine has the ability to make smarter drivatars rather than unfairly advantaged ones. You shouldn’t have to resort to cheese strategies in a racing game but sometimes those seasonal cars are locked behind unbeatable drivatars and even if you do well, your whole team might not and end up costing you the race.
I despise hard modes that simply mean: enemies become super damage sponges and you become glass.
Best hard/ng+ modes introduce new variants, new enemies, relocated enemies/chests/items, equipment unavailable in normal/ng mode, and of course increased xp/currency gain.