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Not all games are meant for everyone. Contact damage are basically common in this type of games, and I do not want to point it out too hard, but you must realize that ENDER LILIES series MUST NOT lose its identity. It is ENDER LILIES that takes a part of my SOUL from me, not just some easy child game that is suitable for everyone.
You may not realize how perfect Ulv and Julius are, and the environment of these battles are also 100% perfect for an Epic fight (flower path, oh my...). So in those places you definitely have to add some tough fights and great music, which is VERY important for ENDER LILIES series.
So what I am suggesting is that, other than making the items harder to collect, you must make different difficulty levels.
EASY: No contact damage, lower enemies HP and posture and their desire to attack.
NORMAL: Contact damage can be turned on or off at any time, standard HP, posture and attack desire. You can switch to EASY at any time.
HARD: Contact damage is back and can't be turned off. Higher HP, posture and attack desire. You can switch to NORMAL at any time.
VALKYRIE: A hell-like journey for Lilac. Contact damage is on forever and it is harmful. EXTREME HP, posture and attack desire. More enemies displayed on map, which would force Lilac to change her battle strategy and fight in different ways. And of course, the difficulty is locked at VALKYRIE and cannot be changed.
Like I said before, don't listen to all the voices from the community because you are ENDER MAGNOLIA, the latter game of ENDER LILIES. So, you gotta understand why players love the former game and KEEP YOUR STYLE. Don't lose your IDENTITY.
If you surround your main point with disclaimers, your main point will be difficult to find.
Finally, if you lump different feedback together, you should structure it very clearly to make it easy to skim through.
There are 5 suggestions in this thread:
Witcher 3 is a fine example of a game NOT doing that. The game is clearly designed around higher difficulty and lower difficulties allow completely ignoring core mechanics, making the combat on default difficulty feel boring.
Death's Gambit (before Afterlife) had something like contact damage on enemy weapons (not attack trajectory, but weapons, so if a swing ended behind an enemy you get hit). It was very clearly not designed around that, because some of the worse encounters simply had you 1 tap and run (boring method, but miserable if you didn't do it).
I've thought about this Contact damage thing before, and the EA version we are looking at now are actually more of an outcome of adding "no contact damage" as an afterthought. The reason is that the battles are still easy if contact damage exists. If adding contact damage would lead to miserable experience, it would have to be some TOUGH bosses that are difficult to defeat even without contact damages. Now the battles are all too boring, so contact damage would be a nice idea to at least boost up this difficulty a bit.
Just a piece of my opinion.