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I want more rewards on Difficulty 10, just as we get more rewards on every difficulty level. It shouldn't necessarily be more efficient time-wise but I want to be rewarded for my efforts.
Of course I agree that people tend to join missions they can't handle hoping to be carried, but people will do that regardless of the reward numbers out of their own ego. A substantial percentage of players of this game join Helldive missions that can't handle them without being carried, even when using overpowered weapons like the incendiary breaker, but they still keep joining them anyway. They do so because they feel entitled to beat the game on its hardest difficulty, and the new difficulty mode will be no different.
I'm sure when the new difficulty comes out those people will complain it is too difficult, and then continue to play it despite there being no reason for them to except for their ego.
Making the experience worse for the rest of us in the vain hope that those people won't join and ruin lobbies for the rest of us is not really something I support.
I think this problem will resolve itself over time as well.
Issue with Diff 9 is too many enemies, too little ammo. (The amount of mobs is simply way too many for a casual player to clear while taking into account that they miss their shots 50% of the time)
Just have fun, play and collect casually, the modules upgrade doesn't really provide significant advantage anyways.
I'm not speaking for most players, But difficulty 9 is just as rapid as 7, and it's the most efficient. When you become proficient at performing high-level missions, some would argue that 8 falls into this category for them also.
Low level players tend to fall into the following habits: they are hungry for super samples at first, but then switch to rare samples as they level up.
I apologize; my wording should have been a little clearer to make my point.
Some 'squeak' through, some just sit there chewing half the reinforcements budget.
Diff10 will be no different:
- "More XP/Samples"
- "I'm never likely to meet these randos again anyway"
- "They'll carry me"
- "yolo"
If you make the game ruthless: mercilessly making the team pay with reinforcements:
- the teams will self-regulating and gatekeepy (the problem fixes itself)
- but will reward elitist players for hubris, and eventually becoming unlikeable uneffable people.
Ragg dolled mechanics, anyone?
All they have to do is make 10 give the same as 9.