Horizon Zero Dawn™ Complete Edition

Horizon Zero Dawn™ Complete Edition

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IchigoMait Aug 7, 2020 @ 8:09pm
Ultra Hard difficulty what it actually does and Evolution
https://www.reddit.com/r/horizon/comments/6lmw5l/a_list_of_uh_gameplay_and_stat_modifications/
(this was 3 years ago)
Here is a list of stat and gameplay changes I have observed thus far for the Ultra Hard difficulty. If and when I come across more I will make additions.

All facepaint and focus cosmetic changes are locked out until you complete ng+.

BUT, they remain unlocked for the game generally, not just your ng+ file. Should you choose to begin a fresh playthrough your unlocked facepaint and focus variants will be available from the get-go. Young Aloy cannot wear face-paint, but does show the focus variant.

Enemy Health Bars are always set to "off" on Ultra Hard

Aim Assist is locked to "off" as well (this is also the case on Very Hard).

Multiple enemies can attack simultaneously.

Enemy perception ranges both visual and aural are significantly greater.

Consequently, however, because they have more to mitigate, the effectiveness of the Silent Hunter outfit and Stealth weaves are proportionately greater as well.

Moving at top sneaking speed makes noise now (at least it does with no stealth on), if you want to be noiseless you must sneak slowly unless you are geared/modded for stealth.

Elemental and Tear values are halved across the board, (these stats don't shift between other difficulties). But the amount of tear or elemental effect you need to apply in order to fill a meter or remove a component remains unchanged.

Tearblast arrows (which have never worked like Tear everywhere else) now always inflict 100 tear on parts instead of always inflicting 200 (note that this is never changed by mods, despite what the UI may show). Also, on E-VH, disc-launchers are especially vulnerable to tearblast arrows but that is no longer the case on UH. These two factors compound such that on UH a disc-launcher now requires four tearblast arrows to remove.

The Tearblaster, however, remains just as effective as before, always removing struck parts in one hit. Consequently, the Tearblaster becomes a much more appealing choice offering faster results at the expense of range.

Damage values reduced to 70% of the Normal difficulty stats (VH reduced those stats to 80%).

Rope requirements to tie machines down appear unchanged (note this is not derrived from the tear stat).

No difference in armor stats, but enemies hit for 200% the damage they deal on Normal (on H they hit for 125%, on VH they hit for 150%).

It takes considerably more effort to knock down machines with R2. Even with upgraded knockdown, knocking over a sawtooth or ravager takes 3 heavy hits on UH. Small machines like watchers and mounts will literally die before getting knocked over with heavy blows.

Vendors do not have sample boxes on UH.

Purchasing weapons, outfits and potions from vendors on UH will cost 5x the shards as it does on other difficulties. Material requirements are increased as well. This post details these costs by item.

Purchasing crafting supplies costs three times as much.

The Machine Parts Vendor in Meridian has an inventory of only 4 lenses, no hearts whatsoever.

Revision note: Prior to the intoduction of the "Story Mode" patch (1.32), UH tear values on all weapons had been half the E-VH value. The Story Mode patch adjusted these values to 75% of E-VH. Patch 1.33 reversed this adjustment back to 50%

https://i.imgur.com/eejyIdZ_d.jpg?maxwidth=640&shape=thumb&fidelity=high

Evolutionary Guide
Machine Name Kills to Evolve
Strider 15
Grazer 15
Scrapper 10
Broadhead 10
Lancehorn 10
Charger 10
Glinthawk 10
Watcher 5
Redeye Watcher 5
Longleg 5
Trampler 5
Sawtooth 5
Shell-Walker 5
Fire-Bellowback 5
Freeze-Bellowback 5
Ravager 5
Snapmaw 5
Thunderjaw 2
Rockbreaker 1
Behemoth 1
Stormbird 1
Stalker -
Date Posted: Aug 7, 2020 @ 8:09pm
Posts: 0