Wanted to create something discuss the potential issue of the current implementation that is planned for overland difficulty and possibly to discuss alternatives to help alleviate what may occur.
The main issue with how it's being implemented is that those that are on adventurer difficulty will swoop in and defeat the enemy your fighting if you are on a higher difficulty. Because this is technically a purposeful debuff set on the character.
An alternative though can be an effect applied to the monster when it damages the player or the player damages the enemy which gives the enemy the buff instead of the player having a debuff. I'm not sure how feasible that is but that would solve the problem of adventurer difficulty players accidentally rushing through the area someone on a higher difficulty would be exploring while also eliminating exploiting from trying to get better rewards with an easy difficulty ally since the better rewards would be locked to whatever the higher difficulty is for that monster (don't care about rewards but that would be the way to do it, probably should only link certain boss enemies with unique rewards if that really needs to happen.).
Biggest drawback to this is that others would have to deal with tougher enemies when they don't want to so things like world bosses and dolmens could be a pain. I would say if something like this were to be implemented then difficulty values would probably need to be adjusted. OR the dmg values for the adventurer player would be the only thing affected while their dmg mitigation remains unaffected.
Would like to discuss any other ideas or is the current set up planned sound good. Personally, I don't mind it too much but you will occasionally run in to someone on lower difficulties that may blast away the enemies you were enjoying a battle with which is why I'm curious what everyone is thinking on this.