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
How is Hard?
The difficulty setting only effects monster speed, damage and aggressiveness.
They do not increase in numbers.
In case you did play LoG1:
LoG2 Easy is similar to LoG1 Normal
LoG2 Normal is similar to LoG1 Hard, maybe a bit more
LoG2 Hard is .. Ouch!
In addition you can select
- Old-School mode like in LoG1 which permanently disables the map.
- Ironman mode which reduces saving the game to crystal use alone.
- Single-Use Crystals which does what is says: one crystal for one use only.
To be honest, Ironman should be the norm for this kind of game because in similiar games you could ♥♥♥♥ yourself over permanently in puzzles. Which is why hard saving points would prevent you from getting stuck completely, but I guess there are no puzzles like that in LoG2.
And with my age, I want play the game not draw maps... I started to play Eye of the beholder not long ago. (rebuyed it on GOG) and to draw the map is way to much time-intensiv imho. So I printed the maps that you can get on several fanpages.
So I don't play in classic-mode. LoG 1 and 2 has enough riddles. (almost too much.)
You can't change the difficulty, that's the reason I asked, if it has some ingame-reward. But since that isn't the case, I won't play it on hard. Normal is ok. thanks for the answers.
Thats makes no sense, is just plain stupid.
As for better rewards on Hard: it's both counterintuitive and counterproductive. If anything, rewards should be LOWER on Hard so that it's actually... harder. Giving better XP/loot, aside from telling players that there's a "correct" way to play, also ends up making it not actually harder because the better stuff offsets (and maybe even overshoots) the supposed difficulty increase.
Yes, the xp isn't shared while dead, that is true. But often enough, the xp lost is minimal. You might lose a tenth of a level long term, tops. Often enough even the dead party member will level with the others, or be 1 mob behind. And that single level will never be a game breaker. At absolute worst, you could go to an area with respawning mobs and kill those a few times, and eventually the soft level cap will even everyone out. What does it matter if Sprod Longbottoms is 1/50th a level behind Sir Duncehead? It doesn't, thats what. And an Alchemist, who tries to get both of the rare plants asap, can effectively make up any issues just by themselves by storing up the plants to have them ready by the boss fights at the end. Short of you spending half the game with a member dead, the scaling level system keeps them all pretty in check.
It's far better than the old LoG1's leveling system, where you got half xp if you didn't contribute to a mob kill, and 0 if you were dead.
For me it's a principle, that no one in my (RPG)-game (it doesn't matter what game) dies. So I load and try again.
Why do peaple play NG+ (Dark souls for example?) Because of the more difficult gameplay with higher rewards and skills,
Why is there an extreme hard mode on D3 for example, but with much better chance of better loot?
Both are examples for harder difficulties with more rewards for that. Better rewards on higher difficulties don't necessarily make the game "easier".
do kinda hope LoG 3 has NG+ difficulty thats just straight up brutal
This could mean catastrophe if say, you were planning on using bane, only to find out bane didnt spawn.
Now THAT would be a ballsy game to play, and just for the fun of it, the island master could leave a note in place going something along the lines of "You were expecting something of value? What makes you think something of value lies at the end of every road."