I suggest a very simple way to adjust campaign difficulty, at character creation, you are given the choice to start the campaign on normal, +, ++ or +++ difficulty.
For each + all the campaign maps are boosted by character level time + corruption (except dungeon that should have specific boost and possibly bosses ).
So, a level 1 character on a + campaign have a 1 corruption boosted map, a level 10 a 10 corruption boosted map.
A level 15 character on a ++ campaign have campaign maps with 30 corruption boost.
At campaign end, when player start enhanced monoliths, monolith starts with 100 times + corruption.
Now, Hardcore SSF +++ level 100 campaign would be a thing of beauty
Yeah we definitely need a hard mode from character start for new players who want to actually play a game.
As a new player the build potential looks very fun so far but every single enemy is like wet paper thereâs nothing memorable or challenging about any of them so far.
Even the âbossesâ are the equivalent of a blue from any other arpg. It ruins their identity when everythingâs so trivial.
Some peeps actually like running campaigns vs endgame. I know im weird but I wouldnt say no to such a system. But dont force 1 way or another on players. Let them choose how to play the game. I like the fact they make it an option if u want to skip areas on alts.
I last played at like 1.0 release (I think?) and was disappointed the only hard mode was a pair of boots, which removed a important peice of gear.
I came back just now (only because poe2 doesnât have an offline mode, good job ehg) and was disappointed to find this still to be the case.
I also like the campaign to be hard (poe2 is excellent) and am just cruising through the campaign and itâs kinda boring.
This is of course ignoring endgame, but I greatly dislike the idea of the campaign being a âtutorialâ.
WoW was best before endgame became the focus. PoE2 campaign (despite the haters) is engaging and I need to be able to die to feel like an upgrade that prevents that is exciting. My two cents.
Cheers
Fwiw this game does so much better than poe2 in terms of loot filter, crafting, QoL, etc. Its just the campaign is imo boring and there seems to be a lack of âweightâ.
I was thinking more like, nothing about the gear or abilities change, just like 2x to monster damage and HP. If people complain then tough luck pick the easier mode idk?
You could say that about empowered or Uberroth, people still complain about that. And if there werenât better rewards for more difficult stuff, theyâll definitely complain about that!
I donât think that power creep should be a fatality. EHG has proven themselves quite innovative on several aspects of the game : I would love to see their take on this problem, should they be concerned by it.
And even if it was truly inevitable, I would prefer to avoid any mechanic that could encourage power creep.
Yeah, I understand the theory, and I agree that it could work at one strict condition : that character power would remain strictly unchanged.
What I am afraid of is the gap between theory and reality : proposed with several difficulty levels, players will only see two in fact. The easiest and the hardest. And you would see players starting to complain not being able to achieve the hardest difficulty, based on the fact that if the game proposes it, any player should be able to tackle it. The game would adjust character power so that any player would have a chance to finish the game on highest difficulty. And hardcore players would again start asking more difficult levels, forcing the game to add yet another series of difficulty levels.
And tumbling down that road, you find yourself one day with : Normal, Hard, Expert, Master, Torment I, Torment II, Torment III, Torment IV, âŚ, âŚ, âŚ, Torment XV, Torment XVI.
I donât think the slippery slope is as steep you think it might be. I also donât think the hard mode will have many complainers (unless things are like⌠unfair). No reward changes, just simply more hp and dmg. When people select hard mode, they know what they are signing up for. And those people tend to be more of the git gud mentality anyway.
To be honest, i felt kind of bored and had to force myself through the normal monos and wished for more of a challenge during the campaign. I donât care if it takes longer, I just enjoy it more if i could have more challenging enemies and actually care about what those specific monstertypes do, like i have to dodge stuff.
So basically I would really appreciate an option to go through a more challenging campaign and start with empowered monos right after the campaign. But I would appreciate an option to dynamically switch between difficulties each quest. This is to avoid being stuck if you have a build that starts strong, stagnates in the midgame and shines later on. Another point would be if you get a really really great item that boosts you to oblivion but youâre still stuck in a lower difficulty where youâre basically oneshotting everything before you even see an enemy.
Iâm not sure if a dynamic scaling would be the best choise, since it would remove the ability to farm, get stronger and crush a quest you couldnât earlier.
Currently the thing that prevents me the most from starting another character is most probably that i donât want to bore myself through campaign again
Yes, I know there are Speedrun guides that teach you to get to endgame in 2 hours or something, but I donât want to speedrun, I donât care about efficiency, I would just enjoy to have the choice of a challenge.
I fear dynamic scaling turning into something like d4. I would personally prefer a simple âhard modeâ and leave it at that. If you get stuck then go grind for better gear, or git gud as it were.
Again I am not familiar with LE but I am coming from poe2 where I think that game does things well wrt difficulty and pacing in the campaign.
This would only mean less build options just like we donât have many now because X build canât do certain content or 1,000c.
Are you new to games? That isnât how it works. Soon as you design a new difficutly that is now the standard content. There is no option but to play a build that can do the new difficulty.
Games that need more difficulties are using that as a crutch instead of designing a great game. Sorry to tell you this but a great game only needs 1 difficulty.
We need better games with great content instead of infinite scaling or higher difficulties.
If your point of view is that if you arenât doing the hardest possible content in the fastest possible time then yes, but thatâs not the only reason to play games.
Yes & no. Kinda as a follow on from the first point, not all gamers are of equal skill so if a game is too hard for one itâll be too easy for others. There are plenty of excellent games that have more than one difficulty.
I suggest a very simple way to adjust campaign difficulty, at character creation, you are given the choice to start the campaign on normal, +, ++ or +++ difficulty.
There is more potential.
From PEPPER13900:
And tumbling down that road, you find yourself one day with : Normal, Hard, Expert, Master, Torment I, Torment II, Torment III, Torment IV, âŚ, âŚ, âŚ, Torment XV, Torment XVI.
It was more then difficulty.
-New items âyellowâ dropped
-New Item legendary droprate at torment
(Diablo 3 Difficulty Overview)
-Fun Naming:
â Normal for casual player; expert for what it says; torment was exactly that
It all broke after balance changes
There is potential to create some even better then âjustâ higher difficulty!
Whatever the devs imagine! I wouldnât just miss this chance!
I do prefer more⌠Like unlocking something after completing story with boots equipped. Or other drops.
More fun would be -100% resistance. This way, I could build around it and influence it
Another Idea, playing RPG I am good at, I equip only second strongest gear.
Oh oh, or decrease stats of all gear by X% as boots or NPC option or so.
Like, there are sooo many possibilities to make more fun