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Dmar jsut because you find the game hard doesn't mean other people do. Granted, majority of the gamers will find potd hard. But for us harcore rpg minority, potd is a ♥♥♥♥♥♥♥♥ joke.
You're conveniently glossing over the fact that Pillars of Eternity II has a much smaller playerbase than its predecessor; take a look at the game's initial peak player count and watch as it wilts in just four or five months until it settles into its current rut where a half a year later, it's struggling to keep pace with the original game in active players.
I don't really care about internet bragging rights or "one shotting" something or perfecting a solo build - I just enjoy a good, meaty challenge where I play the game in the most natural fashion, simply using the mechanics as the developer has presented them to me to the best of my ability and being reasonably challenged. Don't mistake me for someone like this Audun who's skulking about - I work 50 hours a week and get maybe two evenings to spend on games I enjoy. I don't have time to record a YouTube video showing off how I Googled "easiest way to solo DOS2" and applied the knowledge like I'd arrived at it independently just to flaunt it at people trying to have a reasonable discussion.
The challenges comes off as a pretty lazy, uninspired effort to increase the game's difficulty. Taking away pausing? I mean, it works, sure. Whatever. Seems like a pretty low effort response, though. I could have just not paused on my own if I wanted to play that way, I suppose. "Personal play style" and all.
Which brings me to my final gripe with your whole approach.
No - no, I'm really not. You're just responding to a broad question about a game's difficulty in a very niche way to avoid a direct respone, because the act of purposely avoiding meta-gaming or imposing any self-limits to make a game more punishing is - I would hope you'd agree here - a fairly niche approach. One that I've personally employed in the past with many games, but if you respond to the question "is the game difficult?" with "depends on personal play style," you're acting like it's impossible to give an objective answer to a game's difficulty on the BROADER SPECTRUM, mind you, simply because you can't account for personal playstyle choices.
That's silly.
"Is Dark Souls 3 difficult? I don't like hard games."
"Yeah man. That's kind of what those games are about."
Dark Souls 3 has consensus and reputation on its side. To some, it's fair to say it's not a difficult game at all. To the majority of players, it's very fair to say that it is.
The important piece of this particular discussion is how difficult is Pillars II compared to its predecessor and contemporaries, and by most accounts (feel free to disagree here, but I think even you know deep down it'd ring a bit hollow), it's at least less difficult, if not especially easy.
The developer has even acknowledged at times they knew the game's higher tier difficulties needed some beefing up. That doesn't make it a bad game by any stretch, and difficulty isn't important to EVERYONE who plays a game like this. I just don't see what's harmful in acknowledging that people who have played through the original Pillars and games like Divinity: Original Sin II may find Deadfire a bit easier.
And nevertheless, it's doing well so far, if you watch the six months and three months charts here, for example:
--> https://steamcharts.com/cmp/291650,560130#3m
The peak of players shortly after release is impressive, too. It is expected that PoE 1 had a higher peak.
The global Steam achievement stats had confirmed early that PoE 1 has disappointed many enthusiastic CRPG supporters, who possibly had backed the game or preordered it, but didn't manage to get into it. Too many have quit early. For reasons, such as story, lore, steep learning curve, not enough spare time for gaming, not enough hand-holding within the game, too much combat, realtime with pause when the next full 3D game is just a few mouse-clicks away. Various people support the game and the genre, but won't finish the game and don't replay the Baldur's Gate series again either despite being hardcore fans of it.
PoE 2 has had half the number of crowd funding backers - although they've still managed to collect an amazing amount of cash again.
Anyway, 99.3% of Steam's PoE 1 players have not completed the game on PotD mode. Most likely because of not being interested in that level of difficulty that asks for cheesy tactics - albeit less than if going solo.
Once more: The game offers more XP than necessary. The game offers side-quests with redundancy and for more story companions than can fit into the party. There are no quest completion time limits by default. To aid the player, the game shows difficulty ratings for quests and individual enemies. A completionist player can use, *uhm*, can exploit all this to level up just enough as to successfully reach the next low-hanging fruit. That is by design.
Experienced players and particularly those, who have played the game before, do the meta-gaming dance, which makes everything easier. Too easy? I don't think so. As long as you admit that it's "all in" for you, too, with regard to consumables, perhaps even custom companions with borderline min-maxing that works for you, split-pulling and other tactics. What do you expect?
Btw, guys, who expect advanced AI behavior from enemies as to make the game more difficult, are extremely rare. And it would be extremely difficult to implement it and still balance it properly. Random numbers are involved, and any good mix of enemies would buff themselves to hell and wreak havoc with player's party.
Before the first patches. Topic is about the changes to the game. The game has received changes to the difficulty and extra challenging modes, too. Individual users, who complain about PotD simply throwing more higher-level enemies at you, are a negligible minority and not PoE's primary target group.
What if I told you that you can make bosses interesting on any difficulty? It's just that Obsidian is only learning on designing cool encounters with their ruleset. In BG2, Clay Golems are immune to non-blunt damage and you won't go into fighting a dragon without some invulnerability potions and buffs even on normal.
Right now PotD is challenging and improved but it's not much more "fun" or even much more strategic than Hard. The major difference is how much deflection/accuracy/pierce you need really, even weapon types are not important if you stack these stats (which is a shame since it completely invalidates the need for multiple weapon loadout talents).
What's worse, there's very limited counterplay (at least along the main storyline and faction quests) for specific abilities, very few enemy mages etc etc. So you could add 3 drakes to a fight but the truth is that they just add damage and even if it's fire-type damage, there's barely an item with resistance to it. So you don't really have that counterplay between a flaming death machine and a potion of fire invulnerability happening.
I mean that having something that you could encounter only on PotD. Unique bosses, new gear, some kind of mega quest about hunting down artifacts to open secret vault. Stuff like this makes me more interested in replaying the game or trying to beat it on hardest difficulty on my first try.
You're not serious right? Because that idea is terrible from any angle...
Btw what's so terrible about some exclusive content for PotD? You wanted some challenge, well here you go. Specifically designed enemy, just for this challenge.
I'd be all for it but that era of gaming is long gone [so everyone's included].
Because vast majority of players don't play PotD and if devs put some special megaboss or a whole quest line just for that difficulty then you've just spent a lot of effort creating content for elitist few? What kind of business sense is that? It's not WoW where millions of people raid and you show off your skills and loot, after all it's a single player RPG so if you want to murder megaboss on easy why should you be restricted by some difficulty choice?
High difficulty is always number inflation in CRPGs.
And you clearly don't understand my point about lack of counterplay. Who cares about your stupid monk? In other games the enemy might paralyze or polymorph the idiot for like a minute and make juicy ribs or if him with fireball. What's the point of having mages or creatures with freeze/electricity/fire attacks if you have so free options for defensive counterplay? I barely saw any will o wisps in Deadfire. Monsters already have immunities btw, like ice blights for freeze damage but it's so rare - to me the whole aspect of gameplay is missing and in my opinion it's an opportunity to diversify all difficulties and PotD would benefit most.
Yeah i dont.
You want more blights, fine. You want them to be beefed up, fine. You want this stuff to populate half of the game, blow me.
Btw, we already have spells like Gaze of the Adragan. You want more of this stuff from the strat? So on early levels, the game becomes a save-load fiesta, until you luky enough for enemy not to use it, but on later levels you dont care about this because you and your party buffed so hard, that they kill everything with the sneeze.
They just need to shift spell priority.
What, no! That's a high level spell anyway. But even in DA:O mages could still send some mean ♥♥♥♥ your way even on low levels.
If you would have an optional exploration-only island of petrifying basiliscs like in BG1 with crazy loot that could be challenging and exciting. For early levels you don't need such a powerful spell, just have some mage casting fireball from time to time I don't know... I've only seen like 1 mage ever do that and it was a miniboss.
The issue is not that these spells don't exist, they do. The issue is that player character has no stat to negate such damage at all, (only some monsters have resistances) until you get high level gear with like 20% resist on one char. So fireball and spells in general are gimped not to do a lot of damage as you have no reliable way of mitigating it apart from some mage spell or interrupt. As is the difference between fighting a Drake or a boar is very small.
If you don't want elemental resistances, that's fine but then why even have 7 damage types? As I said in PoE1 you at least had some will'o wisps early on with potent control spells which asked you to think about Will defense but I can't remember the same for Deadfire.
Except that the area in BG1 is not a challenge at all, because of Korax or protection spell usage. It is just filler content that has been added to increase the size of the ingame world (and as to put a companion there) without being relevant to the main story.