Wayfinder

Wayfinder

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Setupy Jun 9, 2024 @ 4:27am
Difficulty modes
Does the new difficulty system work like before? i mean the higher the difficulty is better/more loot you are rewarded with.
Or its just like a challenging thing
Last edited by Setupy; Jun 9, 2024 @ 6:38am
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Showing 1-15 of 15 comments
Monk Jun 9, 2024 @ 6:08am 
Or xp, or challenge really (as in no new mechanics), it just gives enemies more health and does a bit more damage.
Psygo Jun 9, 2024 @ 10:48am 
Increased Difficulty without increased rewards is not something I care for. Something they should look into. Maybe high reward change with playing mutiplayer?
The Chuggernaught Jun 9, 2024 @ 12:50pm 
Originally posted by Monk:
Or xp, or challenge really (as in no new mechanics), it just gives enemies more health and does a bit more damage.


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.
Last edited by The Chuggernaught; Jun 9, 2024 @ 1:03pm
Raviction Jun 9, 2024 @ 12:55pm 
Originally posted by The Chuggernaut:
Originally posted by Monk:
Or xp, or challenge really (as in no new mechanics), it just gives enemies more health and does a bit more damage.


AFAIK it also affects the number of enemies, and speed of which the game is allowing 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.
The Chuggernaught Jun 9, 2024 @ 12:59pm 
Originally posted by Psygo:
Increased Difficulty without increased rewards is not something I care for. Something they should look into. Maybe high reward change with playing mutiplayer?

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.
Last edited by The Chuggernaught; Jun 9, 2024 @ 1:01pm
Originally posted by Raviction:
Originally posted by The Chuggernaut:


AFAIK it also affects the number of enemies, and speed of which the game is allowing 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.


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

Last edited by The Chuggernaught; Jun 9, 2024 @ 1:05pm
Elveone Jun 11, 2024 @ 5:55am 
Originally posted by futakisser:
The issue with this is that the game is just all round too easy. And killing the same mob that just does more damage and has more health isn't exactly a challenge that offers any sort of gratification to overcome, especially considering how super overtuned builds are now extremely accessible. IMO, the difficulty selector should be done away with, and content should just get noticeably difficult as the story progresses. I couldn't tell you the kit of any of the Mythical Hunt exclusive bosses, because I cleared them all in under thirty seconds on my first try, and I was just randomly slotting damage and crit echos as I got them.
You are kind of contradicting yourself. If you can go through the mythic hunts in under 30 seconds without even experiencing the mechanics then the issue clearly is that those bosses do not have enough health.
Butler Jun 11, 2024 @ 6:04am 
I'll toss this thread in the discord under feedback. The difficulty setting in thr game tells us what changes with each setting, but as for how well they are implemented, it doesn't feel like it.

Thought I do know factually that there are 1 shot mechanics in the game.
Butler Jun 11, 2024 @ 6:24am 
Originally posted by futakisser #gooning:
Originally posted by Space:
I'll toss this thread in the discord under feedback. The difficulty setting in thr game tells us what changes with each setting, but as for how well they are implemented, it doesn't feel like it.

Thought I do know factually that there are 1 shot mechanics in the game.
I believe it's health and damage that get's increased with each difficulty. Assassin's Creed Odyssey did the same thing, but it isn't very engaging to either: A) bash an enemy for an extended period of time in a fight of attrition, or B) create a build strong enough, which means instantly trivialising the very reason you increased the difficulty in the first place

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.
Last edited by Butler; Jun 11, 2024 @ 6:24am
Elveone Jun 11, 2024 @ 6:27am 
Originally posted by futakisser #gooning:
Originally posted by Elveone:
You are kind of contradicting yourself. If you can go through the mythic hunts in under 30 seconds without even experiencing the mechanics then the issue clearly is that those bosses do not have enough health.
My mistake, I forgot to mention that increasing difficulty didn't circumvent that fact, which is why I wrote that higher health and damage isn't a satisfying challenge.

The only time I felt challenged was with the advanced ambushes you get in The Deep, where you are just absolutely swarmed with all sorts of enemies. This is the direction I believe the game should lean into IMO (although I am aware we are discussing bosses here).
Yeah, balancing is a hard act. In any case the last difficulty feels great while levelling up and venturing farther out than you should be as it makes you pay attention exactly to the mechanics as most things can one shot you at that point.
BigForceGaming212 Oct 21, 2024 @ 10:47am 
Originally posted by Psygo:
Increased Difficulty without increased rewards is not something I care for. Something they should look into. Maybe high reward change with playing mutiplayer?

Agreed 1000%
nickwithtea Oct 21, 2024 @ 11:07am 
I play on heroic just for the fun, didn't need any rewards. If they add some to the "maybe" nightmare mode coming that would be cool. Not sure why rewards are needed. If you like a challenge then that's the point
Oriox Oct 21, 2024 @ 11:11am 
First question when playing this today (played the MMO beta years ago, haven't touched it since then) was: "What are the increased rewards of higher difficulty?" If the answer really is "nothing" that's gonna be 2x refunds here, and I'll give the game another year to see what gets added.
Mr. Blue Sky Oct 21, 2024 @ 11:13am 
The difficulty level selection is strictly for personal preference. If you want to cruise through story/easy mode or grit your teeth through Heroic/very hard mode, that's entirely your choice, and the game does not shame or praise you one way or another. If you want to be consistently challenged as you progress, turn on World Scaling, as that actually scales your rewards to your level as you collect them (and allows co-op players to still fight enemies their level at the same time as you, so no one feels out of their element).
Monk Oct 21, 2024 @ 2:05pm 
The problem is added health and a bit more damage doesn't increase the challenge really, it's just slower, which frankly, is no fun.

As I said earlier, actual challenge via mechanics or more mobs is fun, more health is boring, just as easy, just slower.
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Date Posted: Jun 9, 2024 @ 4:27am
Posts: 15