Please make the campaign harder
" It does not add difficulty. It adds PUNISHMENT. Difficulty does not change one bit. A harder fight would be where YOU cant kill the boss and get the loot regardless of the mode that you play on. Hardcore was never more difficult in PoE. It is simply more punishing. Last edited by Kodavor#1200 on Apr 21, 2025, 5:36:43 PM
|
|
|
I mean Elden Ring isn't even that hard once you figure out that you can sidestep 90% of the damage and jump over the other 10% with iframes!
|
|
|
Difficulty can be increased by different axis, HC in some way turn progression harder because if you die you lose your char and current gear. But the monster e fight difficulty is the same, if you never die in a SCSSF run there is no difference compared to a HCSSF run.
I think campaign 0.2.0 release was in a good state. Campaign can be harder? Maybe. But I never played with only white gear, if I could beat campaign with only white gear, without stomping ground and rake or some other broken thing, I would say it's too easy, I don't think it's the case. Last edited by SpinHall#6044 on Apr 21, 2025, 5:43:04 PM
|
|
" Being more punishing is being more difficult, you not being able to realize that means you will keep this a circular argument. Making a fight where you can't kill the boss makes it more punishing... similar to making it where you die you start over... To me it seems that your idea of difficult is not being realized and that is your issue. However playing hardcore does increase the difficulty, it just also has a huge downside for it's difficulty. |
|
" Seriously ? Are you seriously so stuck in your limited thinking? Examples of difficulty without killing a toon in HC: Endurance - avoid certain abilities for an hour straight without making a single mistake. If you fail at the smallest thing, Boss taunts you for your incompetence and tells you that you aint worth his time and that YOU are boring. Walks away, gives you no reward. Memory games - Maven as an example but on a wayyyy larger and extended scale without killing the player. If player fails, remove him from the challenge and no reward. Maybe limit the time window when and for how long you can attempt this. Puzzles - centuries old practices. Apply same principles of not killing the player but withholding the reward. All of these are scalable in difficulty WITHOUT KILLING YOU. Fun and engaging challenges. Atm its - you fail at a sprint and dont take 1st place, you father brakes your legs as a punishment, instead of sending you for more practice and training. Last edited by Kodavor#1200 on Apr 21, 2025, 5:56:29 PM
|
|
" Well go ahead, play hardcore and tell me if it's not more difficult. I mean OF COURSE nothing will feel difficult if you can just get up and be back at where you were in a couple minutes. |
|
|
... Punishment ≠ Difficulty.
I gave a few examples above. For the love of Jesus, please... read up a bit more. Knowledge helps. Last edited by Kodavor#1200 on Apr 21, 2025, 6:29:25 PM
|
|
" More punishing is a layer of difficulty. If you aren't allowed to die that changes everything. |
|
" Ah yes, difficulty is when you die 10 times in the same area while risking or losing nothing. Again if you aren't satisfied with the difficulty, go play hardcore and come back if you still want the game to be made harder. |
|
" Difficulty = You cannot get the rewards regardless whether you die or not. |
|



























