Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Of course its a thing. lol Any game can be hard, bad games can be hard, thats not an excuse, theres such thing as artificial difficulty.
Well i venture off away from main story, but no bosses should be 1 shorting you like that. Or at least it should keep me from going there if its too big a difference.
I've beaten fights that do actually one shot you if you fail to dodge or parry, I found those to be quite fun. My mark wombo combo with Maelle meant she was always hitting for 9,999 damage.
But basically, if you are getting 1 shotted its one or all the following: its a optional fight, you shouldn't be there or you are under lvl'd
Aren't you the one that said the devs shipped a broken game because you can't dodge or parry in another thread? Lmao
Personally, I define it as any type of difficulty that involves altering the numerical values of the game without altering anything else, so things like damage sponging, nerfing incoming damage, buffing outcoming damage, decreasing countdown timers, limiting resources (money/items/saves) etc... are all great examples of artifical difficulty.
With that said, RPGs specifically are more of a numbers game. I don't think it's necessarily lazy, as much as I just think that is your main component, you are more likely to focus on it, or start there. Sure, if this was a fighting game it would be a little easier to hide. The enemy-AI might counter/dodge when they would have let you hit them, or counter more of your attacks. In a racing game there might be more rubber banding, a puzzle game might have more complex pieces, etc...
I'm not saying there couldn't be other ways in an RPG, another commonly used method is more advanced enemies earlier on, different resistences/weaknesses, etc... but like it or not a good chunk of difficulty in an RPG is going to be changing the numbers. Your options are limited because the genre is very linear, and scripted despite its appearance. You need to fight this specific guy at that specific time because that's what is happening in that specific story. You can't really change much there and still have the story make sense. You could give the extra moves, but if those moves are buffs, debunks, or even healing you are still just playing a numbers game.
Ultimately, the goal for making something more difficult is to reduce the amount of mistakes a player is allowed to make before they reach the point of failure. All forms of difficulty, artifical or not still abide by this rule. This game is no exception, and whether you appreciate artifical difficulty or not, it's never going to go away completely. Numbers are a critical part of many genres, and RPGs just happen to be one of them.
There is naturally difficult, and ones that are clearly trying too hard.