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AFAIK it also affects the number of enemies allowed to target and engage that player at a single time, or at least that's what was stated in an interview.
IDK if folks have noticed, but when there's a lot of enemies in a room, they take staggered sequenced "turns" attacking the player, some even just standing around doing nothing until they're "turn" is in or other enemies have been eliminated.
I played the campaign in Normal and lost zones/regions were already dense with mobs. I only started Heroic when Mythic Hunt became available and saw no difference to mob density in dungeons or open regions.
A good solution honestly, that fits in their stance of design philosophy, is just more EXP per kill and Gold from chests and stuff. A faster grind, but not necessarily a directly more optimal or "best method" for grind.
The entire point of playing on a higher difficulty is to overcome a challenge and take gratification in doing so, or adapting the game to an individuals personal taste and skill level. it's odd to me that people **need** a reward beyond "I beat the harder difficulty ♥♥♥♥ yea" to do so. Putting exclusive rewards behind difficulties does nothing but benefit people who can do that difficulty, which is exactly something they don't want to do for the sake of seclusion and invalidation of others level choices, and forcing an optimal grind on a level most of the PB probs won't enjoy.
Some games are built upon that with itemisation in mind, but wayfinder isn't, and honestly shouldn't. Attempting and succeeding in harder difficulties should be based upon the personal gratification and goals of the player. Not a monetary reward that pressures individuals into doing so for lack of optimal grind or missing out on exclusivity items, then then incentives a portion of folks to potentially resort to cheating.
I mean just think about the people talking about "founders exclusives" and how "they mean nothing because they'd be cheated in". If they put "heroic difficulty exclusives" the exact same principle would apply.
Nowhere did I describe an increase in Mob Density (edit: phone typo apologies, i have edited the previous post, it was intended to read as "The number of enemies that can target the player, and the speed", I am discussing the AI of the enemies and how it was stated, that difficulty would affect how many enemies can attack the player at one given time.
IE: instead of 5 enemies able to attack, it would be 7+. I do not know the specifics, or if this is even a thing yet, but that's what was stated
Thought I do know factually that there are 1 shot mechanics in the game.
Yeah I think they also attack more frequently as well as the difficulty setting goes up. But I'm noticing a trend of players being able to min max into hard content, and take down bosses in a few hits. They have plenty of time to address this at least.
Edit: I know what I said was kind of a contradiction lol.
Agreed 1000%
As I said earlier, actual challenge via mechanics or more mobs is fun, more health is boring, just as easy, just slower.