Raise difficulty

>raise difficulty
>enemy does more damage

Legit, what's wrong with this? Why does this make people upset?

Enemies doing more damage does raise the difficulty, since you need to make fewer mistakes in order to pass a level.

If you honestly believe that it changes nothing, then I ask, do you also believe that a game where enemies do a single hitpoint of damage is the same as a game where enemies do 70 hit points of damage? What a load of shit.

Higher HP isn't necessarily a bad thing either.

Shut up OP.

The gameplay is still a the same. Risk reward is typically only effected slightly, not to the point where its worth replaying. Nightmare difficulty is were its at, but thats not always an option.

"difficulty" settings are not "completely new experience" settings.

If I am able to dodge all enemy attacks in Normal Mode, and all Hard Mode does is increase enemy damage and/or my health, has the game become more difficult or has nothing changed at all?

Because in most cases, all you have to do is grind some more. After that, it's the same as normal difficulty.

>raise difficulty
>you now have to cheese the game
Good design

If you are able to dodge all attacks, does difficulty even matter any more?

If further difficulties are fair, you'll just dodge all the new shit just the same and be in the same place soon enough.

Games where you have the ability to grind, rather than actually getting better as a player, aren't ones where difficulty settings are worth discussing.

>now you die faster!
>and enemies take longer to kill!
so you spend more time in cover and wasting time , its a chore and not harder , just annoying

>raise difficulty
>enemy does more damage
>they gain twice as much health percentage-wise
no, THIS triggers me more than anything. To the point where mechanically, there's nothing different you can do except pray that the bullet sponge doesn't rush you.

Unless higher difficulty settings reduce the amount/duration of telegraphs, make patterns of enemy behavior less predictable, or put more and more aggressive enemies on the field at once, meaning the player has to react more quickly and with more varied responses TO incoming attacks.

But that's hard to do.

If the fucking "Hard Mode" in KIRBY of all things can put in the effort to give bosses new attack patterns and even add an extra mecha-summoning phase to one of them, every other game has no excuse.

Not if the further difficulties make it harder for me to dodge attacks or introduce new ones. Reduce wind-up or improve the AI, harder difficulties should bring a new challenge to the player.

FUCKING.
THIS.

I'm so sick and tired of people talking about difficulty in RPG games where skill doesn't matter at all, just how much you've grinded.

Then its the same game, just ever so slightly hard.
Nightmare
Delete file
Faster enemy speed
Survival mode
All better modes. They may be a little bit more technically complicated, but it's easy design choice.

more HP and damage is not a bad thing, as long as its not the only thing

higher difficulties should have faster and more responsive enemies with new attacks and strategies. if the enemies are the same with just a multiplier slapped onto their stats that's lazy as shit

What if the hardest point in the game is still hard when you grinded everything to max?

Because usualy it gets to "unless you mastered dodging to perfection you get a gameover by a single mistake and everything now takes five times as long to kill", which isnt really chalenging, its just dull, if you can already dodge like a pro you can beat the game perfectly and taking five times longer to kill a mook only makes it dull, not interesting by the chalenge it should make.

There's nothing wrong with having enemies do more damage. Of course, extra stuff can be added to make it harder for people who have learned to avoid all the danger/dodge all the moves, but anyone who complains about enemies doing more damage is an idiot.

If the games normal mode had enemies doing almost no fucking damage whatsoever, I doubt these people would complain about the harder mode enemies if they did "reasonable" damage.

it's not a bad thing, it's just lazy
give the enemies some new moves or add new enemies
just giving the enemies more damage and health doesnt make the game fun

that's like nearly every RPG game ever

i really like the Ys series where you have limited (or none at all) items and you stop gaining EXP after a certain level (i.e. when your level is appropriate for the next boss)

Because there's nothing new added, I'm still adjusting and adapting to the same patterns present in the original, just now with less room for error. Personally I don't want to spend a second playthrough focusing more on the same mechanics, but dealing with those same mechanics with additions or sometimes subtractions.

Compare Oath of Felghana to Mass Effect. The difference between the two is that one on the hardest mode I spend about 30 minutes shooting a man until he dies and hiding, and in the other I get to experience a tighter experience already but then they throw in a new move I've never seen on normal.

not undertale

but yeah most rpg games are trash to me

that said I can't stand turn based combat

Dmc games do it right.
>More damage and hp
>Encounters have more enemies
>You encounter stronger tiers of enemies earlier
>Enemies have devil triggers too
OP is stupid.

>artificial difficulty

spotted the shooter fag
fuck off back to call of duty you cuck

#notall
Fallout 4 is the best example of not done right. You will pump 3 clips into everything. By the first 30 min in hard you just run from all the fights.

It's lazy, mostly. Doing something like adding a mechanic or making the AI smarter would be better.
At least it's not the kind of difficulty that just turns all enemies into damage sponges, though.

There's nothing wrong with it in regards to it being a valid way to increase difficulty, and those who say otherwise are discrediting the merit in challenges of endurance/consistency.
It will not be the best fit for all games however and there are many other more detailed ways to increase difficulty that make for more interesting and immediately recognizable changes to the encounter.
This being said, judging a challenge's value on the perceived effort that went into making it is stupid and has no bearing on the challenge itself, and indeed there are many examples where simply changing the stat values or increasing enemy count are more than enough to make the fight different and/or more engaging.

Increasing enemy damage is boring, but acceptable.

Increasing enemy health and armor on the other hand is just anti-fun and can make me stick to a lower difficulty even when I want more of a challenge.

KH2FM did it best

>Critical mode increases enemy damage by a shit ton
>but also gives YOU a damage increase
>you only get half the HP increase when you level up
>but you more AP points to experiment with abilities more.

>darksouls is a easy game because you can dodge every attack
>i literally never die

Or

>darksouls is a skillful, rewarding game because of the stratagy, reflexes, and rhythm of the fights.


Pick one

difficulty settings usually don't change the whole experience that much (other than by making it harder) because they want to make 100% of the experience available just on the base difficulty. That's why AI behavior is never made smarter for harder difficulties (other than by being made more perceptive)

This is fair enough honestly.

Who would want to restrict 50% of their hard work and AI programming to a harder difficulty?

Plus, removing it would make enemies on earlier difficulty levels boring

you could counter that by giving all enemies more moves in general, but that would be an enormous amount of work and money

There's nothing inherently wrong with it, just that it's often implemented poorly and in games that don't benefit from this kind of difficulty. The key to making difficulty engaging is to either have high requirements for player execution or have a lot of depth, preferably a mix of both. They make sure the player is always learning and improving as much as possible, which is what makes games fun in the first place. If the games are easy and shallow then all increasing damage/HP does is make the player repeat some very basic mindless shit for long periods of time without getting much out of it besides some very minor improvements in consistency.

Most of what people call AI improvements across difficulty modes are just basic shit like shortening the cooldown and other timers, not really hard work.

most of the games I can think of where enemies have an attack animation would be completely unfair if the animation was cut in half

I'm not talking about the animations, I'm talking about the idle time in between attacks and stuff like that. Basically just increase the frequency at which the enemy makes decisions and you'll have AI that appears smarter to the players.

I still content that KH2FM's Critical mode is the standard by which all hard modes should be set.
>max health through the whole game is half what it is normally
>enemies do more damage
>player starts off with plenty of skills that would normally require levelling up to get, and also has buffed damage
It basically forces players to learn the mechanics of the game much more thouroughly than other difficulties, since it's fairly easily to just tank hits and spam heal in every other mode.

That is simply not true.
I can tell that you have never finished game on multiple difficulties.

so, what, you believe that every time you play a game on a different difficulty it's a completely new experience?

whatever retard

Because unless your damage is increased as well, it gets to a point where you need to hit some enemies fifteen times before they die, whereas they can scrape you with their elbow and splatter your brain matter across the floor. Either turn everyone into a glass cannon or don't add a difficulty slider at all.

Have you tried aiming for the head user?