Add Campaign new difficulty settings +, ++, +++

The problem is that people lvl up, study at different speeds. I do not think that there is an ideal solution, but the developers are genius, maybe something will do with that or may be someone will give some advice. “One head is good, but two are better” :)))

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Ok, so let’s say that we add a new difficulty setting. Let’s call it “Hard”. More difficulty, but more rewards in turn. But as builds get better, Hard isn’t enough, so you add Expert mode. But that still isn’t enough, so you add Master. And then even Master is too easy for people, that’s when Torment comes in.

But Torment isn’t tormenting you, so Torment 2 it is.
But even the second level of torment isn’t enough difficulty for you, so… you get Torment 3.

Blizzard continued this in their D3 for sixteen Torments. More difficulty settings feel too much like a temporary band-aid fix.

They’re already doing it in D4 as well. And, to be fair, T16 was already a joke by the end of D3.

Personally, I think they should just add a custom difficulty setting. One with sliders where you control stuff like damage taken, damage dealt, monster health, etc. Then anyone can adjust the difficulty how they like.
No extra rewards, though. Those would defeat the purpose.

If someone want a difficult mode, why not just taking all the items off and play ?

Because people want difficulty and not difficulty… duh isn’t that obvious? Jokes aside. There are already boots that make the game harder and everyone can equip those BUT people dislike it to lose item slots that make the game harder and they want a special mode only catered to their personal needs no matter if there is already something… because it’s not what they want (and so on and so forth).

It’s mostly because they want a challenge where they can do their best to beat it, rather than having limitations imposed (by themselves or the game) on what they can improve.

Mostly, it’s about the base experience itself. Because that is what defines what the game is and feels like. I can understand that, even if I don’t feel the same way.

It’s like if you had an FPS that was extremely easy to play (boringly so). You could make yourself a challenge and play with only a knife for the whole game, but most likely you would simply not play it and play another FPS that gave you a challenge instead.

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Yes, but why would people do harder content for no extra rewards? Why do you think people push to 500-700 corruption? Because the rewards are better if they weren’t they’d just stick at 250 or whatever the highest was to unlock all content/drops. In a loot centric game, harder stuff needs to drop better gear or have a better chance of dropping better gear. Imagine if Aberroth or Uberroth only dropped rares?

Because they feel like the campaign is boring. This way it wouldn’t feel boring and would feel fun to run it again. That is the reward.

If you make difficulty setting for campaign and add rewards then it goes from “Campaign is boring and I want to feel challenged to have fun” to “Difficulties give better rewards so I feel forced to run a higher difficulty or I’m missing out”.

Keep in mind that this only applies to campaign. Monos already have their in-build difficulty setting. So people that are just fine with the campaign as it is now, would feel forced to run a harder campaign so they wouldn’t miss out on the rewards.

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Ok, so that’s a handful of people that feel that way out of the entire human population, the rest of them want more xp/better drops/etc.

Exactly, people will complain regardless. If things stay as they are, people complain that the campaign is boring & easy. If they add more difficulty levels & no rewards people complain that there are no rewards for the added difficulty. If they add more rewards for the higher difficulty levels people complain that they’re “forced” to do the higher difficulties. The devs can’t win.

And yet, of those 3 scenarios, there is only 1 where all players feel like they have a free choice. If you add difficulty levels and no rewards, people that just want a challenge will run harder content, people that just want an easy casual experience will run easier content and those that only want a power boost (not that they should be catered to, but that’s another issue) can simply run the easier content to get to the meaty stuff sooner.

Otherwise we’re soon adding the (also often requested) campaign skip that places them at end of time with all passives/idols and level 50. Because some people will also complain that this isn’t possible in the game.

I agree with the sentiment of this, ‘multiple difficulties as a way of making the game doable for lower-skill/ability players and more challenging for higher skilled players’.

I disagree with the reality (in some games) of, ‘let’s create multiple difficulties to stretch out content’. D2 was definitely the later, yet we still love it, but honestly it set a bad precedent.

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I’m not sure that modern gamers ever feel like they have a free choice, they appear to always feel like they’re pushed into the most efficient way to play, minimising the difficulty while maximising the rewards then co.plaining about it.

“Difficulties give better rewards so I feel forced to run a higher difficulty or I’m missing out”.

Yeah, it is about the feeling while playing.

D3 Master difficulty
Health 512%, Gold +100%
D3 T1 difficulty
Health 819% (+60%), Gold +200% (+50%)
D3 T2 difficulty
Health 1311% (+60%), Gold +300% (+33,33%)
https://d3resource.com/difficulties/

D4 t1 difficulty
Player armor -250, resistances -25%, Gold&exp + 100% and additional rewards
D4 t2 difficulty
Player armor -500, resistances -50%, Gold&exp + 200% and additional rewards

In early d3, higher difficulty loot was not worth higher difficulty enemy.
=> It felt punishing. It felt more difficult!!
In D4 and many other new games the rewards are/feel too high :confused:

Yes, the feeling is very important.
(Lots of new developer can’t hit the feeling for games right, which is why ‘player’
created LE :slight_smile: )

If you think about it, difficulty setting is kind of like what corruption is - higher damage & defense for enemies. I wouldn’t mind at all if they allowed you to choose a corruption setting for the campaign.

edit: one thing that would complicate it for the campaign is player level vs area level. This might actually be why they restrict corruption to end game, when everything is set to level 100.

Normal monos are area level 58 to 90 and they still allow increasing corruption, so I don’t think that would be an issue.

There is no corruption in normal monos. That only starts with empowered.

I like that they made such an ambitious story/campaign, but it does take a while to get through because of how huge some of the areas are. And there are a LOT of zones to go through. I think once the campaign is finished they’ll have to get rid of regular monos entirely and just have people start with empowered ones as soon as the campaign is over.

Or go even further, and have the first few monos become available early on in the campaign.

That’s not true. You can increase corruption in normal monos (up to a cap) just like you can empowered ones. They just never usually last long enough for you to dig far enough and find a shade since by then you’ve moved on to empowered ones.

I’ve played almost every mastery in the game to the end of the campaign(only one I haven’t done is runemaster) and have never done a normal mono for more than I had to to finish it.

Literally never seen any sort of corruption in any normal mono. So…just because it exists, doesn’t mean it’s a good gameplay choice.

Usually I’m doing the last few normal monos 10-15 levels over just so I can get the bonus going into empowered monos

It is for builds that are struggling getting into empowered. They’re a way to increase difficulty and rewards to prepare for empowered ones.
Just because it’s rarely used doesn’t mean it doesn’t exist.

Besides, the issue I was replying to was having corruption on a non-level 100 area and that it would be complicated. But as I pointed out, that isn’t an issue because it’s already in the game.

Yeah, excluding the first mono, shades used to spawn more frequently so you could do 1-2 before you had enough stability to do the boss & move on to the next mono but that appears to have changed at some point & it seems rare that a shade appears before you get enough stability for the boss.