@ JoeBart
None of you two or three posters are presenting a differing point of view. All you are presenting is a nonsensical view that has nothing to do with what im writing about. And thats because you are not even reading what i wrote, but each other idiotic posts.
I would argue they are very much presenting a differing point of view. Take a look at the second section in your opening post. The first sentence there is "currently the game is very, very easy." Myself and others have argued that for a new player, it is not. I'll rehash what has been said many times, but the elemental arrow damage for a "starter" area is quite high. So much so that even a tanky character can be almost destroyed in a single turn. This is discouraging to a new player. I fail to see how that is purely nonsensical.
All of your posts, ever sentence in them is just nonsensical manure you invent because you cant read or simply cannot understand. None of that has anything to do with what im talking about.
See above.
In the meantime, ill continue writing what i wrote about from the start,
This is for any other posters here who are capable of reading and understanding.
Meaning - the most of those that read this.
Actual purpose being the same - talking about some hypothetical hard difficulty and what features it should or could have for the explicit and specific purpose of leaving normal mode as it is - which is plenty difficult for casual audiences - who even complain it is too difficult.
Which is clearly written in the opening post and several after it...
I fully understood what you wrote in your opening post. The essence of your argument is that a proper hard mode should be implemented rather than simply increasing the HP and damage of enemies. Furthermore, you worry that there is no time for a "proper" hard mode to be implemented so you'd like the developers to focus on polishing and improving the normal difficulty. I don't see a single post that disagrees with this sentiment.
If that was not what you intended to write please clarify for me.
What folks took issue with was your insistence that the normal difficulty of the game is very, very easy.
So, considering that i went through the game with just two Source Hunters, without Lone wolf and Raistlin talents - i kinda have a relatively decent picture of it now.
Steam clock that for about 87 hours, but there was a lot of reloads, going over the beta about three times altogether and just taking my sweet time with it.
I probably spent at least 24 hours just chatting on the global chat out of those 87.
In previous posts i described and mentioned some of the fights that are nicely difficult, that require usage of almost all of my skills and resources - even with the four members team.
(i did not mention the new one i just discovered... because that was just so freaking awesome and probably the bets moment of the beta for me so far)
No one doubts you have put forth a lot of time and effort into this game Hiver. No one has said anything of the sort.
Looking over the whole gameplay and everything in it - it seems to me that the game is still actually balanced for the original duo of two Source Hunters alone.
Which is not that surprising seeing that companions were added later on.
Which made me think about possibly using that as a rule, or a feature in the Hard difficulty.
Making it play with just two Source hunters alone. Without companions or Lone Wolf and Raistlin talents.
Why the need to implement this feature other than an achievement of some sort? If you want this challenge solely for the purpose of self gratification, then simply don't recruit any henchmen. There is no need for the developer to put forth the effort to make a recruitable character unrecruitable.
Your ideas for hard mode being better tactics, AI and so forth are much, much better than this one.
That has a few problems of its own though.
1. Companions bring their own content and gameplay, parts of the story and other things we dont see yet but that are heavily implied. Im sure most of the people would miss that, as would I.
Nobody likes missing content, hard difficulty or not.
But, currently we dont know exactly how much of the content will be tied to the companions.
Atleast i dont. If someone has more actual info about it please provide it. (i do mean actual real info, ok?)
And this pretty much completely defeats the idea of hard mode resulting in the absence of recruitable companions.
2. Second problem is that the casual will scream and cry and complain about Hard difficulty getting actually hard. You see, they want hard difficulty that they can actually win so they can brag "hey i won it on hard MAN!!"
Ive seen some post, maybe around here with one poster suggesting "monsters that have more health, hit harder - BUT give moreXP and better LOOT MAN!"
And thats pretty much what it comes down to.
I could be wrong, but I very much doubt a person who just purchased this game is going to fire it up on hard mode. I firmly believe the majority of players will play on normal. If they begin on a hard difficulty, that is their fault and complaints would be invalid.
But then some other kind of difficulty mode can be made. If not officially , as a post release free DLC, Update or whatever - then as a mod, hopefully.
And this is what i would do for such a mod, for starters:
1. Source Hunters only (in case that companions missing would not result in loss of content)
2. I would remove about half of the loot you can find now, probably even more. That would increase the importance and value of crafting very much. It would make it actually worthy, valuable and necessary feature.
3. I would remove most of the barrels so conveniently placed right next to the enemies. Not all of them but the most. If some barrels are in some place - there would be a story or narrative reason for that.
4. Increase the capabilities of enemies appropriately for their levels. Archers would have more special arrows where appropriate, mages would have more diverse spells - just like those in the Baron of Bones fight, for example. Mages would use more AoE elemental spells themselves.
(presumably the incredible fire and poison damage will be brought to more reasonable levels before that, because the way they work now just doesnt make any sense, and it wouldnt in any Hard mode)
5. Ai and aiming selection would be better, although it is pretty good now too.
6. Diversity of enemy composition should be increased in combat encounters with more usage of, for example, undead underground ambushes - and other additional types of enemies to bolster various encounters tactical considerations.
- this would be done appropriately, instead of just piling up enemies without any sense to it. It needs to be in line with the story and narrative, main plot etc.
1. As above, you can already do this on your own.
2. Another approach could be balancing the gold received for loot. Part of the fun of a game is finding new and exciting loot.
Another approach could be to decrease the amount of magical loot discovered. That would make finding those items much more rewarding and exciting, as well as decreasing playable character power somewhat.
3. Barrels could be removed. I'm not sure there needs to be story purposes or narratives behind barrels being placed certain places however. The barrels are kind of an ambiance thing. Removing certain barrels could certainly increase the difficulty though.
4. Agreed, this is certainly in line with creating a tactically more difficult mode.
5. Agreed.
6. Agreed.