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That doesn't exist here, the strategy is lost because you aren't planning against anything. Not of fan of the skid mechanic also, seems like its just another opportunity for the enemy to hit you.
But I do hope the developers do change things, apparently there are some things in the works (Like a rework on the +HP modifiers, making healing less of a pain, ect) but I wouldn't expect anything too radical, at least not for a while.
Also, one change I want to see is the start wheels just removed, I HATE having RNG determine which way I can turn x.x
It's not really just a single issue, but 3 or 4 issues kind of compounding into eachother to make a game that isn't really challenging, just more completely random, almost robbing the player of any real agency.
Its not that people want it to be easy its just that currently the game is a bit overtuned for a very large portion of the playerbase. There is a very fine line between hard and oppressive and so far this game skews more toward oppressive. I will be the first to say its best to start too hard and fine tune back than the other way though so as long as the game gets the love it deserves everything will be fine. Right now though its pretty damn rough.
I think a single difficulty level is too old school. The game is currently not difficult enough for very experienced players and more difficult than a lot of people want while learning.
I prefer when my thinking is stimulated, when I am invited to select the right tools, to create relevant synergies, to use them correctly in the face of adversity.
When the part of randomness is too important, one obtains an artificial difficulty, generating frustration and impotence.
When I lose, I like to know why and learn from it. A touch of chance, I won't say no, but perfectly dosed.