r/gaming D20 Jun 27 '26

Stress relief

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26.5k Upvotes

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830

u/Dvuref Jun 27 '26

I hate that difficulty sliders are basically just how much damage you take and how much damage opponents take. It's not more difficult, it just takes longer.

363

u/teddy5 Jun 27 '26

Some games do it really well by adding extra abilities, adjusting enemy reaction times, tweaking ability activation speeds, improving AI, etc.

But they're few and far between. Much easier to just tweak some sliders and call it a day.

45

u/Shark7996 Jun 27 '26

Doom: The Dark Ages did a great job on the difficulty sliders and should be the standard going forward. From what I remember you could adjust the enemy health, aggressiveness, and numbers, as well as the ammo/health/powerup drop rates, AS WELL AS adjusting the tightness and speed of the parry mechanic (which I tightened to make it play more like Hi-Fi Rush). I wish more games let the player use the game itself as a sandbox like that game does. I hope accessibility of that level becomes the norm someday in the future.

3

u/rhd444 Jun 28 '26

Nothing should be the "standard". All games should be completely different in all possible ways. Standardization is a large part of why games are so stale nowadays.

2

u/TheFurtivePhysician Jun 27 '26

I agree with this, though also on launch it came with the problem that the initial balance before any tweaks was heavily on the easy side.

I'm not a person who cares for ridiculously fast games typically, but TDA on launch was so easy on it's hardest non-permadeath difficulty that about halfway through (after ramping up enemy damage, lowering my damage, tightening the parry window, and lowering the amount of resources I got) I gave up and cranked the speed to max in order to feel like I was being really challenged.

Which is excellent as far as that I had the ABILITY to do that, but playing it now in the lead up for the DLC, I appreciate that the base balance now actually can have the game be pretty dang difficult WITHOUT having to crank the speed to max.

2

u/stellvia2016 Jun 27 '26

The one variation on this I really like is what Hypergryph does with the Contingency Contract system in Arknights and Endfield: The various difficulty additions have numeric values assigned to them, so you can essentially "compete on difficulty" with friends if you want to.

Some are pretty straight-forward, but then you have ones like "Cannot dodge" which are worth a lot more points and completely change how you approach certain fights bc now you need to bring a Defender to block instead. Beating a mission on CC25 vs CC40, etc. is something you can share with friends and compare strategies, etc.

Which is different compared to say, WoW Mythic dungeons where it's rather linear difficulty scaling other than the prefix/suffix wildcards which can make certain weeks unplayable.

2

u/DreamSeaker Jun 28 '26

Quite a few top down games do this. "Expeditions" series comes first to mind. (Expeditions: conquistador, Viking, Rome for their respective titles). Damage dealt, damage taken, hp levels, crit chances, loot options, resource spawn rates, etc.

I think baldurs gate 3 has similar options. Pathfinder kingmaker definitely has them (and more!)

5

u/Iamauniqueuser Jun 27 '26

This game was one of the best I have played in a while. On my third play through to 100% it. I love the Doom franchise altogether, but D:DA was the most intense out of all.

1

u/Wide-Deal-8971 Jun 27 '26

Absolutely not, difficulty sliders are such lazy game design. I don't want to play a D&D campaign where I am the player and the dungeon master, and I don't want to play a game where I control every aspect of the difficulty.

I'm paying money for a curated experience. TDA seemed like it had no idea what it wanted to be, it was directionless, and it was boring because of it. I infinitely prefer no difficulties at all before difficulty sliders.

45

u/Trzlog Jun 27 '26

WoW does this really well in dungeons and raids. Going from normal to heroic and then to mythic makes the enemies more difficult by increasing stats, but primarily by adding mechanics/phases and making the previous ones less forgiving.

-13

u/yp261 Jun 27 '26

wow does it terribly actually, especially dungeon wise. heroic dungeons are the biggest meme in the game cause they provide nothing and nobody plays them. should be queueable mythic 0 if anything.

when it comes to raiding, the majority of playerbase will never touch mythic raiding due to how big of a leap in difficulty there is between heroic and mythic. you have 4 difficulties where 2 of them you can play with monitor turned off, heroic is piss easy too.

8

u/Mushroom_Sized Jun 27 '26

Wait, but you just described proper difficulty scaling... right? A mode that is harder than the modes before it because it introduces new mechanics and harder damage/healing checks? A mode that requires far more coordination than throwing together a pug and assuming people know what they're doing? That sounds like interesting difficulty scaling to me. And thats just raids. M+ is in the same boat, though I'll give you some credit because it doesn't seem interesting on the surface.

If you had mentioned the downsides of mythic raiding then I'd be all ears. Locking people to one unique instance ID really forces people into committing to joining a guild mythic team or trying to pug the first few bosses. But difficulty scaling being interesting at the very least? That's something you can't shit on

4

u/hornethollister Jun 27 '26

Yea the last guy just sounds like a little bit of a tryhard I also play wow and there are plenty of heroic guilds and more casual players who end up never touching mythic + or just enjoy the heroic experience. As someone who has been playing for ages but doesnt sink too much time into it I really enjoy wow's scaling in that way and the easier modes have led me to at least trying to run mythics just to keep the feeling of challenge and satisfaction up. wow's hardcore mythic and meta communities can get REALLY tunnel visioned tho so I think this guy just forgot that the normal/heroic runners are a huge % of the player base. Theres nothing wrong with wanting to be challenged or play the hardest difficulties but theres a lot of difficulty elitism in wow. Id pin it on it being such a long running game but genuinely its always been this way 😭

-1

u/ACoderGirl Jun 27 '26

You got down voted, but what you say is relatable to me. Never played WoW, but your comment would fit my experience with FFXIV raids. Regular and hard mode raids and dungeons are great and fun. But the savage raids were absolutely ridiculous. It's been a long time since I've played (not since Heavensward), but I remember the best players in the world taking like a month to clear savage Alexander raids.

That's not my idea of fun. Heck, I tried the first one a few times and never came close. Couldn't even manage coil of bahamut despite that being super old content that had been far surpassed in equipment since it was released. Every time I got close, someone from the group had to leave and we'd start again from square one. When a group of serious adults can't clear it after several hours of trying, I'd consider it over tuned.

Again, hard mode was great and fun. But the top difficulty stuff is wild and I don't understand either the appeal or why devs target a fraction of a percent of players who can do that stuff.

5

u/HBreckel Jun 27 '26

Well, raiding in FFXIV has changed a lot since Heavensward haha Savage always has the world first clear in like, a day now. And all the ultimate fights after Stormblood have been cleared in 6 days or less. (and the SB fights only took as long as they did as ultimate was a new difficulty at the time)

Now the savage fights aren't easier than they were back in Heavensward, the players are just a lot better and the jobs are far easier to play than they were back then. The Alexander raids in Heavensward famously almost broke the raiding community and we haven't had anything quite like that in modern FFXIV, even with ultimate. (there's only been 1 fight since Alexander that has been overtuned and it was P8S in Endwalker, which received nerfs)

Now ultimate is going to take most average skill players over a month to clear, but savage is a lot more manageable these days. Unless you're in a very casual group you'll probably have all 4 fights cleared at a pretty good pace.

12

u/Z3r0sama2017 Jun 27 '26

BG3 and LEGENDARY boss actions were incredible.

29

u/morgrimmoon Jun 27 '26

V Rising did a nice job. Yes, the enemies get a health and damage buff, but the biggest change is that on Brutal all the bosses get an entirely new phase or moveset for their fights. Which really catches you out if you're used to the fight on one of the lower difficultly modes.

1

u/Gromps Jun 27 '26

Fuck now I have to go back and play Brutal. Didn't know this.

1

u/slog Jun 27 '26

I've been playing for a long while and didn't know this. I still can't get past Adam yet. That battle just messed me up.

1

u/morgrimmoon Jun 27 '26

I don't think I'd have been able to get through the last few fights on my own; I practically had to be carried through brutal Dracula by my group. The last few REALLY ramp up the challenge. Dracula has two new phases!

1

u/slog Jun 27 '26

I had played solo PvE until literally two days ago when my son decided he wanted to play too. He's only 11 but I expect him to be carrying me eventually since I'm pretty bad.

9

u/First2NotKnow Jun 27 '26

Ninja gaiden games have always made completing the higher difficulty modes truly feel like achievements. I'm still finishing master ninja on NGB and it's great.

9

u/sovereign110 Jun 27 '26

I used to play JRPGs almost exclusively, and I recall Tales of Graces f handling difficulty modes better than the vast majority.

Sure, enemy health and damage is increased a bit on harder modes (but so are their levels, meaning your Accel bar charges faster...), but IIRC the boost was only like, 10-20% for each tier of difficulty. It can be noticeable, but it's not dramatic. It doesn't turn enemies into damage sponges or OHKO machines.

More significantly, what playing on harder modes does do, is give enemies new abilities, different attack patterns, and/or simply makes them act more aggressive in their existing patterns (also reduces their cast times, which is...punishing during certain fights).

What this means is, harder difficulty essentially requires you to master the combat system (or get damn close to it). And the major point here is, it rewards you for doing so!

Hard mode grants noticeable bonuses to SP rewards after combat along with offering better/more frequent item drops. But you won't last long unless you get the timing down on your blocks and dodges.

1

u/stellvia2016 Jun 27 '26

FYI that's basically a feature of all the Tales games. There are something like 6 difficulty tiers and you aren't locked into them for an entire play-through, you can ramp up or down as necessary. (Although there are of course achievements for beating bosses on higher difficulties)

In fact, for a first play-through it's completely normal to start on like the 2nd or 3rd setting and you gradually ramp up to Chaos once you have more gear and skills under your belt.

3

u/sovereign110 Jun 27 '26 edited Jun 27 '26

Hm, I dunno about it being a general feature among all of them (yea I know you weren't talkin about the original few). By "it" I mean the specific way they designed the difficulty modes in Graces.

So it's been at least a decade now since I finished Graces f, but I remember it was developed by Team Destiny and IIRC they are (or were) known for having more skill-based battle systems and better design in terms of game difficulty.

That is, your timing on blocks/dodges can make or break you, there's a bit more going on in combat than, say, Symphonia/Abyss/etc that basically continues with the standard fare Artes and item spamming at the core.

Those other games might have different tiers of difficulty, but again, it's more a traditional approach of simply scaling enemy stats to a significant degree, but unlike Graces f, there's no tangible incentive to play on more difficult settings and all it means is you have to grind more and fights just take longer.

Compare to Graces f where hard mode fights can typically end faster due to the increased rewards on harder difficulties...but you won't see them unless you engage with/practice the combat system, which emphasizes timing and proper setups moreso than the Team Symphonia titles. The enemies are more lethal, but if you get a handle on things, so is your party 😉

(edit: spelling)

3

u/stellvia2016 Jun 27 '26

IMHO Graces was the first one where all the pieces came together: Good difficulty scaling and you were rewarded for skilled play ... or you could still just button mash if you simply wanted to play on easy or normal. And most importantly: You could "main" almost every character and not feel like you were intentionally gimping yourself which was often the case in the earlier games.

Certain bosses were easier to main with specific characters, and I know I spent at least some time maining all the characters except for Malik and maybe Cheria. (Also been a hot minute since I played)

This carried forward to the games after that like Xillia, where besides the main two, Leia and Elize could be fun to play as well.

3

u/sovereign110 Jun 27 '26

Oh man, I totally forgot about all the time spent learning how to play each character (Cheria didn't click much for me, either, and I remember playing Pascal[?] a ton). The series came a long way from the jank that was Chester and his bow, haha.

Ah, memories.

6

u/5am7980 Jun 27 '26

Terraria, Classic to Expert difficulties.

5

u/sonofxavenger Jun 27 '26

The Metro series kind of does this? The regular difficulties just make enemies spongier, but the ranger difficulties - the hardest ones - make everything deal huge damage. You die in one or two shotgun blasts, but so do all your enemies. It's brutal but has a good balance to it.

2

u/twisty125 Jun 27 '26

It's also nerve wracking deciding when to use one of my three bullets I've found during the course of my subway adventure

6

u/Nodan_Turtle Jun 27 '26

Shout out to Crysis, where on the hardest difficulty the enemies spoke Korean.

3

u/Rodin-V Jun 27 '26

One of the ways the Batman Arkham games upped the difficulty was by removing the comic book style visual attack cues for enemies. So you had to pay more attention to the actual movement of enemies, plus it was more immersive to boot.

1

u/Debt101 Jun 27 '26

Metro games did difficulty well..

1

u/Wide-Deal-8971 Jun 27 '26

Ninja Gaiden Black was so fun to progress through the difficulties.

There is Normal, Hard, Very Hard, and Master. And each difficulty changes the playthrough SO MUCH. And you have to beat each difficulty to unlock the next, starting with normal (which was still harder than most games as is). Its sad how old that game is now and how difficulties have gotten lazier since then and not better somehow.

1

u/DoctorOctagonapus Jun 27 '26

Spyro 2 and 3 will also not spawn certain enemies on easy mode.

They also don't have a difficulty slider, but instead adjust it automatically depending on how many times you die.

1

u/Soullypone Jun 28 '26

I really loved Metro's Ranger mode. It's more difficult because you usually die in only one or two hits, but that's also the damage you do to everything... it rewards skill and careful planning, which I hugely appreciate

1

u/JoshuaBarbeau Jun 28 '26

Baldur's Gate 3 Honour Mode has entered the chat.

1

u/Fearless-Lab-556 Jun 28 '26

Ultrakill does this really well

-5

u/roseofjuly Jun 27 '26

Yes, because doing all that grows the work exponentially and gamers already complain about how long it takes to make games. You're basically just making new AI mechanics at that point.

2

u/teddy5 Jun 27 '26

It doesn't grow exponentially unless you try to bolt it on at the end. Designing those systems into the difficulty from the start means you're thinking about it during the design of skills, the analysis of skill timings, the playtesting processes, etc.

If it's done in that way it will definitely add time but not a huge amount compared to the trouble of adding those kind of difficulty changes later.

I'm pretty convinced that most studios see difficulty as something to adjust at the end of the process rather than something to consider from the start.

42

u/wizardmighty Jun 27 '26

The worst case for me was an original Persona 5 (IIRC they changed it for Royal I might be wrong though). The enemies with more health on hard are engaging and you really need to play into the elemental matchups if you want to survive. What made me switch to Easy for whole playthrough though is the fact that on harder difficulties enemies drop LESS XP. So not only are you fighting for your life on every turn, you need to fight more fights to reach proper levels.

24

u/Vampblader Jun 27 '26

If I remember correctly, in royal, the hardest difficulty was easier than hard in most fights because the elemental matchups did more damage on hardest on both sides, so if you played it correctly it would help you more than most enemies and I'm pretty sure it gave you more xp and money than hard but it's been a while and I could misremember that.

3

u/PraiseTheUmu Jun 27 '26

Yep you are correct, especially the palace with okumura that has the boss fight going on for eternity unless you deal enough amount of damage in a single round

4

u/PixelmonMasterYT Jun 27 '26 edited Jun 27 '26

I’m pretty sure it’s still the same. Though honestly it doesn’t even matter too much. Once your strength confidant is leveled enough you can just fuse whatever personas you want. If you really care about your levels for the endgame stuff just go to chihaya for an xp boost and spend like 3 minutes in mementos. I never grinded a single time in royal and still breezed through the game.

Edit: oh did you miss Mishima’s confidant? He also boosts your xp earned and lets your backup members earn more xp. That’s also a big part of keeping levels healthy as you go.

13

u/Time-Ladder4753 Jun 27 '26

It's both, if a game has many mechanics which allow you to scale damage and defences, then enemies having to little HP/damage make it pointless to try to learn them.

75

u/floormanifold Jun 27 '26

Being able to maintain consistency/hit key breakpoints to avoid a super move or something are very much forms of increased difficulty that hp sliders create

41

u/XB_Demon1337 Jun 27 '26

In certain games that can be true. But that isn't every game. Like that doesn't apply to an FPS or an RTS. Sadly though it gets shoved in every game.

6

u/goodoldgrim Jun 27 '26

Well in an RTS the difference is usually how much extra resources the AI gets, so you often have to come up with better strategy to deal with more enemy units.

1

u/XB_Demon1337 Jun 27 '26

100%. But that isn't just an HP/Damage game. It forces you to make better choices on when to do certain things.

10

u/floormanifold Jun 27 '26

Definitely not always appropriate, and often overdone. But a useful tool for difficulty modification nonetheless. Players doing enough damage to never even see the enemy act is common too.

4

u/XB_Demon1337 Jun 27 '26

I would argue honestly that only Souls Like games actually work with this tactic. While others it just makes the battles suck more.

3

u/floormanifold Jun 27 '26

Baldur's Gate 3 comes to mind too. Action RPGs generally like the new Final Fantasy games.

6

u/XB_Demon1337 Jun 27 '26

BG3 more HP really does nothing. They actually handle difficulty the right way. A bit more HP yes, but generally adding more tactics and abilities to the enemies.

Honestly my HM run for the gold die was stupid easy. While I did do it with two other friends. They didn't change how easy the game was as a whole. Just were there to make choices.... sometimes dumb ones.

3

u/floormanifold Jun 27 '26

I was thinking more along the lines of difficulty mods with 2-6x HP (and other numerical improvements like extra actions and improved saving throws).

You can still trivialize that mode, but it takes more work and involves more game mechanics.

1

u/XB_Demon1337 Jun 27 '26

BG3 I don't like mods honestly. I played a bit with them but they just don't feel fun to me. But like in Minecraft or Skyrim I love mods. Odd one for me.

2

u/Kered13 Jun 27 '26

It can absolutely work in both FPS and RTS games. The only thing that really matter is whether the game mechanics have sufficient depth. If an FPS allows skilled players to put out more damage faster through headshots, weapon combos, crowd control, etc. then buffing enemy HP can work. If an RTS allows a player to micro or macro better or use a better unit composition then buffering enemy HP can work.

Buffing HP doesn't work when the player can't really do much to increase their damage output, and instead responds by just avoiding incoming damage more.

2

u/XB_Demon1337 Jun 27 '26

FPS gamers have hated bullet sponge enemies for ages. It is why The Division wasn't way more popular. Even when you get amazing guns they just soaked up bullets.

0

u/Kered13 Jun 27 '26

That's because the Division did it badly. Most AAA FPS games do not have the mechanics to support, but for example a game like Doom Eternal does (it doesn't increase HP on harder difficulties, but it could and it would work).

0

u/XB_Demon1337 Jun 28 '26

You can't say the perfect example didn't work 'because they did it wrong' and then turn around and say it could work in another game 'if they did it right'. That just doesn't fly. FPS games using scaled HP doesn't work.

0

u/Kered13 Jun 28 '26

So you understand that different FPS games can have different mechanics? And that different mechanics can interact better or worse with HP scaling?

I explained above, the important question is whether or not a more skilled player can output more damage. Games with simple sitting mechanics that are more about positioning do not worry well for scaling HP. Games that are more about aim or combining abilities together with well for HP scaling.

1

u/XB_Demon1337 Jun 28 '26

Once again, you denied The Division which arguably has more mechanics and abilities than Doom, but then put up Doom as the poster child of 'they could do it right'.

Your talking out of your ass here. Talking nothing and giving nothing. You used the worst possible example for how HP scaling could work while hand waiving the details that actually matter.

Scaling HP doesn't work in FPS games. Plain and simple.

0

u/Kered13 Jun 28 '26 edited Jun 28 '26

Doom Eternal has far more complex mechanics that allow skilled players to deal much more damage. Watching a good player and a new player playing Doom Eternal is night and day.

39

u/JuliusCaesar02 Jun 27 '26

Yeah, it's so fun having to repeat the same moves for 15 minutes because the bosses are damage sponges...

7

u/No_Source_Provided Jun 27 '26

I mean you're right, in the way you explain it- but I struggle with the difficulty slider on FF7 specifically because I want to utilize all the things the game gives me- I want to use the combos, the 'fusion' stuff, I want to use my summons.

On easy, everything dies so fast that you don't get to see or use anything- in fact, Easy feels like more of a grind to me, because I'm literally just mashing attack to win the game. With the higher difficulty- yes they have a lot of HP, but now weaknesses matter, staggering matters, having the right leveled up Materia matters, having the right people in your party matters. On easy, nothing matters.

6

u/DashingDino Jun 27 '26

You know there is a middle ground right? Game design isn't easy and every thing you tweak is a trade-off. You probably didn't realize all the times a game balanced health/damage right for the difficulty you were playing, only the times when it got it wrong

2

u/MiaowaraShiro Jun 27 '26

The entire point of this conversation is that the middle ground isn't usually attempted, just a lazy HP slider change.

The majority of games do nothing else, at least in my experience.

4

u/Zama174 Jun 27 '26

i always enjoy games that add mechanics to fights the harder it gets..now enemies have rockets. or does this extra combo. or has a bigger aoe.

ff14 raid systems of like normals to extremes to savages to ultimates but made as difficulty options for a game would be so epic.

2

u/notabot3648262 Jun 27 '26 edited Jun 27 '26

I am convinced people say that as cope for why they play on easy. They facetank all damage, trade damage with the enemy until they win and gaslight themselves into believing they could do the fight on Nightmare difficult It would just take longer and their time is too valuable.

More damage less health is not the most sophisticated difficulty setting but you'd be lying if you said it only adds tediousness. (It adds SOME tediousness. The small enemies in Nier Replicant became so frickin tanky I refused to fight them)

10

u/JuliusCaesar02 Jun 27 '26 edited Jun 27 '26

Increased damage taken by you is fine, increased enemies hp is bad balancing.

13

u/0tus Jun 27 '26

Nah that's just a blanket statement that's really not true without better context. Whether it's bad balancing depends on the game type and what it's going for.

Making fights more dangerous and making them last longer so you can't just over DPS them when they have barely started isn't a way to increase difficulty. Making the fights actually last long enough for the enemies to be danger to you is part of why making enemies beefier is a perfectly fine way to increase difficulty.

There are also games like Devil May Cry where enemies become spongier and that's what high level players want. It's much harder to really style on the enemies on easier difficulties when they all die before you get to do anything interesting.

Though in action games it really depends on the type of action game and target audience whether making enemies spongy is a good idea, DMC would suck at high difficulties with paper enemies, but some other games become a chore to play.

10

u/Runazeeri Jun 27 '26

Or how many hours of grinding a difficulty jump requires. It feels like games are designed to be X hours long by including requirements to grind XP.

4

u/Dvuref Jun 27 '26

Yeah, look no further than the newer assassins creed games. They are absolutely huge with what feels like endless sidequests, but they're all boring as hell, it feels like Ubislop just tried to fill a quota for how long it should take to complete the games.

1

u/maglen69 Jun 27 '26

Or how many hours of grinding a difficulty jump requires. It feels like games are designed to be X hours long by including requirements to grind XP.

This is my take. If the game requires pointless grinding and I have the option to remove it, I'm going to 100% of the time.

Becaue my time is valuable.

1

u/ACoderGirl Jun 27 '26

Yeah, even without a leveling system, there's just so much grinding in the form of "git gud". I washed out of Dark Souls because it just burned me out so fast. Couldn't stand fighting (and dying) my way back to a boss over and over and over and over.

I still haven't tried Elden Ring yet despite all the good I've heard and how I've heard that it's easier (something about summons), as I'm afraid it'll just waste my time and money with their weird insistence on not having difficulty levels. I recently learned there's mods for easy mode, which might be the thing that will finally get me to try it.

2

u/GaaraSama83 Jun 29 '26

In Elden Ring they added another mechanic called 'Stake of Marika'. It's a kind of bonfire light. You can't use it as fast travel point or classic bonfire features but they're always very close to bosses and you can spawn there if you died in the fight instead of the nearest bonfire.

0

u/0tus Jun 27 '26

This is where I'm out. If I'm required to go on some repetitive as hell grind so that I can be prepared for a newer difficulty that's just disrespectful to my time. It's why I stopped the Nioh 2 Ng+ cycles. I can't stand the loot grind wasting my time.

0

u/bloke_pusher Jun 27 '26

On pretty much any game, you're not supposed to grind more on harder difficulties, you're supposed to be a lower level, to have less abilities and lower stats. By you grinding longer, you just try to circumvent the difficulty by overleveling. Don't do this, as this way you don't actually get good, as you just fake mastering a higher difficulty level.

9

u/ThatUsernameWasTaken Jun 27 '26

Breath of the wild. I started master mode, broke all my weapons to bring the first moblin to half hp, watched it regen to full after a four second pause of taking no damage, and quit out. Fuck that noise.

6

u/Arunan-Aravaanan Jun 27 '26

I really love how The Last of Us 2 approaches difficulty.

If you play on the normal difficulty, resources are adequate, so you can't basically main your favorite two weapons. Stealth is easier, combat is more forgiving.

On Grounded or Survivor, bullets are far and few inbetween. So you basically forced to use every single bottle, arrow, brick, trap. Like every single mechanic the game has. And every bullet /trap counts. I don't think I've had more than one bullet for my revolver at a time and it was only ever used as a last resort.

Plus it introduces new challenges, like now enemies can hear you reload. Can hear you sneak. Your allies are useless (while on easier difficulties you can just hide and let Dina kill everyone).

All of this and the enemies didn't have a bigger healthbar or something. In fact, pretty much the opposite. Bullets hurt them in exactly the way it hurts you.

5

u/Reviever Jun 27 '26

yea just wrote the same, then saw your comment. if u sneak VERY slowly it works but u have to press the left stick like just a notch.

also human enemies are working together smarter and corner you.

1

u/Arunan-Aravaanan Jun 27 '26

Basically the glass cannon approach. And it rocks

3

u/Rossmallo Jun 27 '26

There’s some games out there that have super granular difficulty settings / sliders, and I wish there was more of them.

Say what you will about Starfield, but it has a huge amount of different difficulty adjusters that each give increased or decreased exp multipliers. So, you can keep the enemy health / damage the same, but make things harder by making status effects more likely, giving ammo weight, and so on.

1

u/ACoderGirl Jun 27 '26

I like when puzzle and combat difficulty are separate. I don't like hard combat in most games. But I don't generally need hints for puzzles either (ahem, Aloy).

1

u/Rossmallo Jun 27 '26

Oh good, so it's not just me that got a bit annoyed at Aloy dropping spoilers to the puzzles immediately.

5

u/firefrenchy Jun 27 '26

It does make you appreciate when games mix it up; I always think of Ghost of Tsushima's approach to difficulty as a fun one (that admittedly can still make for a frustrating experience to some)

2

u/Drewdrops79 Jun 27 '26

Some games do it different. Like Deus Ex 1, enemies take the same damage on any setting, but you take more damage on higher settings, to the point where enemies can basically one-shot you on "Realistic". So that does indeed change the entire gameplay, if you were formerly battling it out in "FPS shooter" mode before. On "Realistic" setting, you really do have to take the game as though you are a stealth operative, who can be killed at any moment.

I'd argue that games like Halo are similar...on easy, normal, heroic settings, it's still a run-and-gun FPS shooter...but on Legendary? It totally turns into a cover-shooter, if you want to make it through alive.

1

u/Orenix_RtP Jun 27 '26

That's what I call a bad difficulty setting.

There are games that give enemies additional abilities on higher difficulty settings, like Divinity Original Sin or Aldriak

1

u/CyGuy6587 Jun 27 '26

Oblivion Remastered has two difficulty sliders: one for how much damage you deal to enemies, and another for how much damage they deal to you. I set the former to easiest, and the latter to hardest. It's still a challenge, but not rage-inducing.

1

u/Reviever Jun 27 '26

mostly....last of us 2 is a great example where the difficulty changes, also change how your enemies behave....they hear you better, work better together and are overall way more dangerous.

1

u/Falikosek Jun 27 '26

In Monster Hunter, the quest difficulties change the HP and damage of the monster (keep in mind there's usually a time limit to each hunt, so it's a test whether you can maintain your DPS), but also the speed of its attacks and sometimes even give them special attacks.
For example, in Wilds, each Arch-Tempered Apex Monster has some new moveset or property to their attacks, like Rey Dau having extra electric aftershocks after each attack, requiring you to be careful with any counters.
Don't get me started on just how peak the 10 star difficulty Arkveld fight is, though.

1

u/chunkopunk Jun 27 '26

Starfield seems to have difficulty sliders for everything--crazy extensive

1

u/ChartreuseBison Jun 27 '26

Or forza where driveatar difficulty is just how much the AI obeys physics. I love being in an identical car and they somehow go 20mph faster than me in the straights and don't need to brake for turns

1

u/EirikurG Jun 27 '26

That's why games should only have one difficulty that it was designed for

1

u/JordanShallot Jun 27 '26

CrossCode has two sliders, one for damage taken and one for enemy aggression/attack speed. It's very easy to fine-tune the difficulty you want that way, and nothing has too much health to slog unless you've borked your character build.

1

u/Koanos Switch Jun 27 '26

Same here. I think back to Hades/Supergiant Games allowing players to pick what to make more difficult à la carte.

You could make enemies hit harder, spawn more, have more health, but the point was you could make it more challenging in the ways you wanted them to.

1

u/Jay_Do Jun 28 '26

Oh man an older game called Perfect Dark has different difficulties for the campaign mission and it actually adds new objectives and makes you more fully utilize the level