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| Topic | Every single player game with combat should have damage sliders. |
| PraetorXyn 09/23/25 3:00:24 PM #28: | Jeff_AKA_Snoopy posted... For people who are saying it messes with balance... isn't that the point? It allows people to balance the game for themselves?Yeah, and that causes a lot of problems that post 19 breaks down well. Personally Im in the just fucking design something camp. I dont really care if a game is easy or hard, but if there are difficulty options, I have to play on the highest non-bullshit one (in this context, bullshit would be things like the Ultra Nightmare difficulty in Doom 2016 that make you have to start the whole game over if you die, or anything that is obviously meant for NG+), which usually just means things will be tedious but not difficult. Tales of Arise is the perfect example for me. I played on Hard, but about halfway through the game the enemies started having absurd amounts of health to the point random trash mobs took 2 minutes or more and bosses took 10 or 15. It wasnt difficult for an instant outside of a couple of optional super-bosses, but it just felt tedious to play and felt like my characters were weak because they had to wail on things so long they may as well have been swinging toothpicks. A counter example is Expedition 33. I played on Expert and resolved to never take damage due to the Parry system, so if I took damage I reloaded my save. I found this immensely satisfying challenge to overcome, and it didnt feel tedious at all. Yet if there are difficulty options, I cant not pick Hard, and if there are sliders, I cant not do whatever the Hard preset is. --- https://store.steampowered.com/wishlist/profiles/76561198052113750 ... Copied to Clipboard! |
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