I see, thanks for the clarification.
No
Difficulty options also drive me away
I want 1 consistent game with a good difficulty curve and devs knowing what the f they want out of their game
i confuzed all on same world with difrent mods?
Hmm, so we have that same difficulty system as D3 but reduced starting options.
I understand they need difficulty, people are at different skill levels and they want everyone to be able to play.
I think for me though I don’t like that you can easily change the difficulty up and that the difficulty gives better rewards.
I’d much rather I select ‘Hard’ when I make my character; then me and everyone else who selects hard plays consistently with a difficult baseline, no increased item drops or exp - we select the difficulty for the challenge not the rewards.
If you give better rewards for difficulty then it’s not a difficulty system it’s a progression system.
These doesn’t have to be intrusive requiring the player’s attention.
For example these could be AI-driven so that if a player has troubles the difficulty is automatically lowered. That will be the case for many newcomers until they become better at the game. For those newcomers that enjoy constantly dying there could exist an option Disable AI difficulty adjustment.
You know what happened before? People adapted, they became better, they got gud.
Yeah that also depends how devs define the difficulty though, if difficulty just means more HP on monsters and they hit harder we are going back to D3 problems of having to stack damage and your DR at a certain stage is never enough, So hopefully not going too far into that rabbit hole. On the other hand if means absolute immunities like in D2R, you also unbalance your game and favor extremely limited builds. Not easy to solve, so hope they will keep level of difficulties low when you are leveled up and are careful how they increase difficulties.
Oh I agree:
Personally I hope that increasing the difficulty either grants the monsters new abilities, upgrade existing ones (not in terms of damage), and/or change up their behaviour during combat.
For example a skeleton with a giant axe that could knockback players could gain an ability in a higher world tier (difficulty) where after they knockback a player, the player is slightly slowed, and the skeleton immediately charges the player with an overhead strike
Another example could be that a succubus could cast a curse on you, this curse on normal difficulty (or the first world tier) would simply make your attack use more resources, however on higher difficuties, the curse also makes it where you deal less damage when your resource is less than half.
Lastly, a treasure goblin on lower difficulties could simply run away when players attack it. However on higher difficulties, the treasure goblin could instead run towards a pack of enemies, and if there’s no elites nearby, it could turn the group of enemies into an elite pack. If there’s no monsters nearby, then the treasure goblin could summon a portal to bring out an elite pack of enemies.
That is because the kids today have an attention span of a few seconds.
If they do not have a cell phone doing everything for them, they are totally lost.
hmm, would you not say ssf is also for leaderbords? if you play SSF you know that yourself and everybody else has not traded for gear.
Could be interesting indeed, though I guess in the end what I did mean is that however devs define difficulty as a player you should be able to overcome that with reasonable skills and more or less readily available gear for that level if put in the effort.
The difficulty should never be something that raises the odds against the player in a way that can only be overcome by insane damage stacking, very specific items like enigma and infinity (they can make it more easy, but should not be needed) or having to depend on skills that make you temporary immune.
That would be great but not very realistic from a developper point of vue as it means recreating monsters for each difficulties. Also, it gates some content behind high difficulty levels, incenting players to confront them to enjoy the whole game they paid for.
However I agree it would be nice not to have just +HP/DMG when increasing difficulty but also some change in combat dynamics. They just need to be general increase like +speed, more minions on elite groups, stronger special attacks etc. Some of your suggestions are good too, like a curse having additional effects.
Having additional “Elite affixes” only available on higher difficulties would seem quite realistic. Or altering existing ones.
Changing every single monster individually, yeah, probably not.
Truth be told, nearly all of my ideas that I’ve given for D4 would likely be considered unrealistic, hence why I don’t truly expect it to be implemented.
Oh I definitely wouldn’t expect every single monster individually.
Yes, it’s a status you want displayed, with or without LBs.
Related to real life - it could be someone climbing a high mountain without external oxygen support.
Nearly 5,000 people have summited Everest with supplemental oxygen and less than 200 have attempted without it.
not just displayed, if you have SSF league no one else shows up that are not ssf.
The funny thing from screenshots is they will support hardcore mode, but not SSF. And SSF has the same number of players as HC in PoE, which then leads to five possible scenarios:
1] Beta version atm is outdated and newer one has SSF
2] They are clueless about numbers of players thus not including SSF
3] There are technical problems preventing them adding SSF
4] There is no good crafting system so SSF would be clunky
5] They are to add SSF in a future game version
It could be displayed when inspecting someone’s squad in-game, at online website with heroes and/or game forums.
In PoE forums the biggest thread is the SSF one where players share what they found/crafted themselves.
A 6th scenario, which I dont expect, since this is Blizzard we are talking about, is:
Thee is no need for SSF, since playing solo and self found is just as efficient as not doing so, making a split unnecessary.
The way it should be.
Great on theory, extremely hard on practice and impossible when RMT is in.
From what we know so far from Beta leaks - RMT is in.
Which it should not be.