I think game difficulty is always an interesting topic of conversation, because it can be scaled in a variety of ways, each with its own pros and cons. Some examples I can think of:
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Additional mechanics (eg. monsters can spawn with additional abilities/skills). For example, Siren’s could spawn with an additional ability that allows them to summon a group of enemies. This is something you can see more in MMO’s, with “elite” versions of dungeons/raids having additional mechanics to overcome.
a. Some pros I can think of: added interest, new mechanics to learn, and more flavor.
b. Some cons I can think of: added visual noise, more graphically intensive.
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Increased mob density. This is something that Grim Dawn did, which I quite liked, with the “Veteran” difficulty option. I really enjoyed this mode as it felt like it gave me additional challenge, with a proportionate reward. I do feel like mob density in general (particularly in some mono generations) are really sparse, and could use a boost.
a. Some pros I can think of: makes AoE clear builds extremely satisfying.
b. Some cons I can think of: discourages single target builds, reducing build variety (though let’s be honest, every build is already either AoE, or AoE + single target skill, rest is buffs).
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Increasing mob health/damage/stats. This is the much hated “bullet sponge” phenomenon that so many people hate, myself included. Just adding more HP or stats to an enemy doesn’t really create challenge, just tedium in the end.
a. Some pros I can think of: Encourages builds that focus on higher dps, while also requiring at least a degree of survivability.
b. Some cons I can think of: Discourages glass cannon builds, which reduces build variety. Makes it take significantly longer to clear, and can add tedium. Makes the game feel like it’s purely a “gear check” rather than skill based. “Can you kill this? Yes? Okay, move on then.”
So that aside, a few points brought up, and my thoughts on them:
1. Separate difficulties create cliques, aka “LFG min. 50K dps”, etc.
This one is tricky because these things will end up happening, regardless. For example, recent game that comes to mind is Outriders. There is no way to find groups, or to “filter” who joins your party. This ended with people playing “tank” classes being immediately booted from games the moment they join them, because the game emphasizes dps and clear speed in its endgame, and tanks don’t contribute enough dps. It is BETTER to allow players to break off into their own groups and filter party composition prior to joining. It will happen, regardless, whether in chat or whether by booting people. Some people will emphasize movement and clear speed. Others will emphasize survivability. Some will want to play on the highest possible difficulty, others just to chill. For example, with the current system, what will very likely happen is that there will be messages such as “LFG 300 corruption monos, 50% move speed and 100Kdps min, pst”. That’s just an example, of course. It could even be more specific, such as specific classes and builds. You see that in D3 and PoE already. You also get a lot of “… no necros” because they typically tank framerates with minion spams.
2. Game difficulty and multiplayer.
I think this is a particularly key point to talk about. Should the game be balanced with multiplayer in mind, or is it a primarily single player game with a multiplayer option? I know a lot of people seem to be looking forward to multiplayer, but I honestly hate playing ARPGs in multiplayer, even with friends. There’s always one person who moves 2-3 times as fast as everyone else in the party, and clears the whole thing before anyone else catches up. I personally will be playing this purely single player, permanently, even after MP is introduced. I just don’t enjoy these games in MP. I get that I am possibly in the minority on that, but that’s how I feel. I also think that there is a wide variety of games already on the market that emphasize multiplayer, such as PoE (it’s just about impossible not to mention it) or other upcoming games such as the NA release of Lost Arch.
I really don’t like having my games balanced around MP, and especially around PVP (if that ever happens), because that totally ruins the feeling of outrageous builds. The whole point of these games is the power fantasy and loot grind. Take that away with trading and nerfed builds balanced around MP, and you really lose a lot of the fun of it.
Either way, with ARPGs, as with any game, it’s virtually impossible to balance around both MP and SP, and devs really have to pick their poison.
So, final thoughts on current difficulty, and thoughts for future potential:
Currently, difficulty is really entirely the 3rd option that I mentioned above, where enemies just have more hp, more damage, etc. This means that essentially, it’s just a gear check. Can you dish enough damage and have a minimum level of survivability? Check, you can move up. You don’t? Grind away! It’s really not skill based at all, or if it is, it’s at a minimum. Dodging projectiles and such is a certain level of skill, but is only an option to some builds (in other words, ranged builds). In melee it’s even more “gear check”.
Whether EHG wants to continue with that model, or become more interesting with it, remains to be seen.
Personally, I still think back fondly on HC characters in D2 getting 1 shot by LE/MS mobs, or getting chased around by LE/MS mobs around the level till I manage to shake them. I liked that feeling of “there are going to be enemies that you just can’t kill”. I think that adding different special abilities to rare mobs would go a long way to improving variety. This is definitely something I enjoy about the Diablo franchise (even though I despise what Blizzard has become and refuse to buy their games anymore). I would definitely be in favor of rare enemies having more interesting enchants and abilities. One of the things that I think is leading to boredom right now is a lack of random/variety. The game is essentially one of 3 archetypes - melee, ranged, mage. But they all do essentially the same thing, regardless of character model, without any real variety. Once you get used to them, you’re used to them and that’s it. You don’t really grow or learn any past that.
Another interesting option that TQ (titan quest) did, was that humanoid enemies actually USED the weapons that they dropped. This meant that an enemy that dropped a unique/set item actually used that weapon, with all its effects and abilities being used. This added a LOT of flavor, and is something I haven’t really seen since (it didn’t seem to happen in GD, sadly). It was also kind of fun to see a skeleton walking around with a big glowing spear or shield.
Lastly, on the subject of “redoing monos on new characters”, I absolutely agree on the tedium of it. I would be strongly in favor of monos being SHARED between characters, so that over time, as your gear “library” builds up, your corruption on both base monos and empowered monos continually increases, so that you still have some challenge to them. The balance that needs to be struck is to continue a sense of progression and growth/achievement, while avoiding boredom or tedium. These games are about grinding, let’s be honest about it. Literally every mechanic is tied to grinding. The trick is to give a sense of “meta progression” between characters. Shared stash is definitely one option, but I think a “shared endgame” is another valid one. The shared stash makes it easier, currently, without anything to counter-balance to make it harder. This is what leads people to find it “too easy”. A “veteran” option, such as I mentioned GD having, that spawns 1.5x or 2x the mob density, is a great option as well, and will make the campaign a lot more fun too.
Anyway, those are some of my thoughts on this subject. It’s an interesting thing to talk about, because there are a lot of different ways of approaching it.