I freaking love difficulty modes, keep with it!

Raziel_Lewach
Raziel_Lewach
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I just wanted to add to the pile of feedback that difficulty modes are AMAZING. I left the game because two reasons: 1) too easy, 2) light weaving. I'm still light weaving (and I hope it would be removed. Combat can have some overhaul), but others MMORPG are a fest of cooldown-based-rotations, and here... I have stamina and magicka to manage, without cooldowns. I can dodge and block at any second consuming a resource... And all that, with difficulty modes, I feel like in dark souls... but with a beautiful world full of life and understandable quests and people. This is crazy.

I love reading that you'll be adjusting it, specially rewards side, because I want to add that as feedback. Rewards for now are interesting, but not enough. I'm always in Seasoned, it adds the perfect challenge. Not every mudcrab has to be a final boss: even dark souls normal enemies died fast. And it makes bosses impossible. Master and Vestige, as I know, are made to play in groups, not to waste time in solo. Though I'm lvl30. Maybe after I get stronger, I can play everything, including open world bosses, on master. For now, nope.

Also, about mechanics themselves. I think damage received is OK, but damage done could be increased a bit. The main selling point is that enemies hit hard, and I have to care about blocking and healing. But them being health sponges is not really adding a lot. A bit is OK, but I would unnerf damage done substantially. Keeping damage received as it is now.

Many thanks with this and keep the good work, I'm in love with this :smiley:
  • SkillzMFG
    SkillzMFG
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    Glad to hear others are having fun with the difficulty modes as much as I am. All of my returning friends singled it out as one of the main features that brought them back into the game. Feels good to not have a friend list full of people who were "Last online 1450 days ago".

    With that said you should probably get to higher levels and CPs before asking to nerf the damage. You will get much stronger over time due to gear, more abilities, more passives, overall game sense and experience. When that happens I doubt you will be sticking to Seasoned.

    Since you mentioned tweaking rewards be ready to get burned at the stake by the "no fun brigade" who insist that optional content should have no rewards (even though every other optional increase in difficulty in the game gives you better rewards lol).
  • LootAllTheStuff
    LootAllTheStuff
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    I wasn't sure how it would work out, but I tried a little Seasoned mode for the first time yesterday in base game zones, and it felt pretty good. Will play around with it a bit more in the coming weeks, but I would agree that this is definitely a positive thing, especially for long-time players with high level characters.
  • BXR_Lonestar
    BXR_Lonestar
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    I think it could potentially be interesting, but with the way it was implemented, it was really silly. When you change difficulties, you should be put in an instance with other people on the same difficulty.

    If you ever try to fight dragons on Vestige, you basically end up dying a lot, and people who are on a lower difficulty level end up killing the dragon for you, which ultimately defeats the purpose IMO.

    Definitely need separate instances for difficulty mode.
  • Raziel_Lewach
    Raziel_Lewach
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    I think it could potentially be interesting, but with the way it was implemented, it was really silly. When you change difficulties, you should be put in an instance with other people on the same difficulty.

    If you ever try to fight dragons on Vestige, you basically end up dying a lot, and people who are on a lower difficulty level end up killing the dragon for you, which ultimately defeats the purpose IMO.

    Definitely need separate instances for difficulty mode.

    No, please. Precisely we all sharing the same instance is what makes this work. I DON'T want to be isolated from players. I like current iteration in that regard.

    We could definitely think some way arround this, so "adventurer players don't oneshot the enemy we're fighting", but separating instances is never the solution, in my eyes.

    Random examples... "if some enemy is being attacked by two or more players with different difficulty settings, when it dies, a shadow of itself is summoned, and that shadow can only be attacked by players at the highest difficulty it was attacked from. So if you're vestige and some random kills ur enemy, it summons a shade and you can keep fighting that enemy without interruptions".

    More random examples... We can have some item, some memento, some tool, that we can use pointing to an enemy. If we do this, only people at our same difficulty level can damage that enemy, for X minutes. The item would have some cooldown. This way, we can lock in important fights, and if someone wants to join, has to upp difficulty. But because of duration and cooldown, 90% of the rest of the fights, would happen like now, so people can't "lock enemies".

    IDK, I see any idea better than different instances.
  • SkaiFaith
    SkaiFaith
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    I know groups aren't an ideal solution but I want to point out that I appreciate one nice touch from devs with this feature: the group health bars show the logo correspondent to the difficulty selected by each player. So if you join a group, you know exactly what difficulty is being used and adapt accordingly (or as you need/prefer).

    Btw - I am also enjoying this addition :)
    "..........Anyway, here's how
    to tell if your RPG
    sign is cheap" - Tony(?)
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