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I hate hard mode where only the enemy’s health and attack power increase!
Well then, I’ll reduce the health of the playable character too…
Then I’ll lower the amount of money and experience points gained…
>>2
I hate this the most, just being made to waste time!
Then I’ll reduce the save points…
Well then, I’ll drastically increase the number of strong enemies and reduce the player’s resources…
>>4
In MGS2, the EX mode focusing on this pattern and aiming for BIGBOSS limits the number of saves, making the late game incredibly exhausting.
It seems that they thought the difficulty was raised too high, as the highest titles after 3 became relatively easier.
The available funds will remain unchanged, and we will only upgrade the system to significantly increase the required funds for enhancement…
I’ll limit the usable techniques and skills…
Since you didn’t say what kind of hard mode you like, a hellish mode is being created…
I want a reward for clearing hard mode.
It doesn’t have to be anything special.
>>8
I’ll keep it here…
>>16
Ahh, this is it!
Well then, I’ll adjust the difficulty to the point where any battle other than one-on-one can be definitively called reckless…
I like it when the boss is in a frenzy mode from the start and uses techniques that aren’t used in normal mode.
I dislike restricting the player’s system.
Nioh 2 has different enemy placements and big moves with each playthrough.
It had become such that even on the same stage, it wouldn’t get boring.
I wish we could increase our hand instead of decreasing it since the enemy is strong.
You can do a bondage play on your own terms.
>>13
It’s a hand of increased knowledge and skills, right?
On the development side, resources are also limited, so if putting effort into different levels of difficulty leads to neglecting other aspects, it should suffice to adjust parameters instead.
It’s just a bonus, after all.
By increasing physical strength and attack power, the kill turn extends, and our own death turn shortens.
As a result, resource management has become stricter, allowing for a greater enjoyment of risk and return.
Once you lower the difficulty level, you won’t be able to change it back…
I love the endless mode with the difficulty level unchanged!
I… love the endless mode with the difficulty unchanged!
I love the endless mode with the difficulty level unchanged!
I hate the endless mode with the difficulty staying the same!
They suddenly spawn enemy reinforcements from strange places, delay friendly reinforcements, and make defense mechanisms unusable due to trouble…
I love how in hard mode, missions that would normally end smoothly can suddenly change!
>>21
I love the hard mode of AC4!
>>22
Well, it’s just a name called hard mode, but in reality, it’s a different mission altogether.
>>21
Is there really such an enemy!? That moment is exciting.
>>24
I also love when the situation takes a drastic turn!
Make saves finite.
I like it when the layout changes and different strategies are required.
I hate hard mode, where the difficulty forcibly increases every time I play through the second or third week!
A high difficulty level where even damage can’t get through is out of the question!
In FF7R, using items is prohibited in hard mode.
I hate it when they completely disable one of the elements of RPGs!
In action games or shooting games, the number of bullets increases, making them harder to dodge, right? Aside from that, I suppose attack power and health would also increase.
I hate the first Nioh’s max level runs because they are too messy!
I… like Dark Night Lunatic!
I… hate the awakened Lunatic!
Awakening Luna+ is out of the question!
>>34
In FE, the hard mode of the sealed sword was always tight at the beginning and it was fun.
Dark Souls-style farming…
With DMC, HP increases and enemies become harder to kill, so you can perform more combos and it’s more rewarding!
We need to increase the number of enemies, lure them one by one, combine skills to trap them, and maneuver while escaping so that we can reduce their numbers; otherwise, we’ll end up getting beaten up.
I dislike the Rokuzero hard mode (especially the non-completable 2 and 4).
I really like the ZX hardware.
Hard mode exclusive item!
Too strong, easier than normal!
To be able to defeat the highest difficulty enemies as easily as those of the lowest difficulty, and to dominate effortlessly.
I like games where you can thoroughly train your equipment, skills, and status.
I like Kingdom Hearts.
I’ll give the weak enemies a rough super armor…
If we put down hardware-limited items, wouldn’t that ultimately be the standard mode?
I like it when enemies change like in Resident Evil.
The player side will apply damage reduction to all enemies as is…
Please don’t put endings that cannot be seen on normal mode or below…
“I definitely want rewards for hard mode as a ‘reason to do it’.”
I love gameplay that feels like I’m willing to do anything to clear the game.
If there is no meaning to the difficulty change in hard mode other than the difficulty itself, then lowering the difficulty as much as possible to clear it falls under the category of “doing anything.”
>>50
Then you don’t have to do it.
>>55
Of course I won’t do it if there isn’t any.
New motions and stuff…
I will reduce stamina recovery time, turn off the HUD, and make ammunition replenishment scarce…
>>52
Friendly fire will be enabled too…
The illustration you receive at the ending changes.
Use the effort spent on implementing an easy mode that no one plays to enhance the hard mode instead.
How about costumes or vehicles that have the same performance but look different?
Having super strong weapons is missing the point.
I don’t like it when playable abilities deflate.
I wish you’d stop having my allies get wiped out in an instant unless I accurately exploit weaknesses and bring the opponent down…
I like it when characters like Arche increase alongside Cress.
I have only seen negative feedback about preparing trophies and rewards for high-difficulty, in-depth gameplay. If you prepare them, it creates a sense of obligation to complete them, so it’s better to avoid that… It’s best for players to enjoy the game in their own way.
I hate elements that pressure me to clear it within two hours to unlock bonuses!
I love hard modes that change action patterns.
I’ll make sure not to recover MP.
I really love how the power of the blade counter skyrockets at the highest difficulty in Metal Gear Rising.
It requires precision and endurance for operations that are predetermined and don’t allow for mistakes, which isn’t really appealing…
If the game balance is originally lax, it can be forgiven in the thread image.
It’s not hard mode, but I like taking down the retreating enemies in Super Robot Wars.
There are also rewards for item drops.
I really enjoy recovering from a mistake in a disadvantageous situation, so I hope we can avoid ending everything after just one mistake.
Understood… In normal mode, enemies that were previously divided will unite and assault us, or enemies that had been weakened might come back strong.
It’s fine for the enemies to get stronger, but weakening the allies crosses the line.
The Earth Defense Force’s Inferno is tough and has high firepower, but since our firepower also increases, I like it overall.
I dislike it because when it comes to DLCs, there are usually some excessively bad games mixed in.
>>74
Many people were pretty upset about the review of DLC2 for EDF6… especially regarding the poor visibility.
I like that there are dedicated attack motions for hard mode.
Nothing has come out yet that surpasses the level 1 challenge of KH2FM.
I hate the highest difficulty that cannot be unlocked unless you clear it once.
In normal mode, it makes you think, “Do we really need this?”
I like it when the most difficult items that aren’t used, like status effect items, shine because it’s quicker to just knock them down.
I’m currently playing State of Decay 2, but in Standard mode…
It’s a bit tough until you understand the system, but towards the end, it’s more about the tasks.
I almost cried because the highest difficulty lethal mode completely changed the gameplay to a ridiculous level.
It’s really unbelievable that three strong enemies who seem impossible to defeat outside of a one-on-one scenario act together!
In order to see the true ending, you have to complete about four playthroughs, and the final difficulty level will drop to hard, but it’s an action game where you can’t save or redo anything until the end.
Farewell to the Moonlit Night
I hate that not only do my stamina and attack power increase, but my defense power also rises, making it so that damage barely gets through!
When enemies that perfectly counter the techniques and tactics commonly used at low difficulty appear, it gives a sense of hard mode.
In EDF, the enemies are big and leave behind corpses, so increasing the number of enemies with difficulty fills up the screen.
KH2FM’s critical mode is indeed divine.
It’s fine if the enemy becomes stronger.
Reducing save points is not something you do in games of the Reiwa era.
There are elements that cannot be unlocked unless you clear hard mode…
I hate it!
I have the impression that there are few hard modes of that kind now.
Even if it’s there, it’s really the opposite; there’s no relation to achievements for those kinds of people.
In a roguelike, this kind of increase in difficulty is fundamental.
>>90
It’s really tough when the other person can do more things…
Tome 4 has increased enemy acquisition with @’s talent and brutal stats, so the highest difficulty isn’t even a game anymore.
Once I felt that this would only extend the playtime, I was able to reach the point where I could choose Easy without hesitation.
If there are increased experience points and item drop rates at high difficulty levels, that’s not good.
But if there are moves that enemies only use in hard mode…
If you clear it on Normal or Easy, it makes you feel like you’re a loser who hasn’t enjoyed all the elements of the game.
The difficulty of just placing landmines in FE Awakening’s Luna+.
I like the way the difficulty increases in Metal Gear, where the number of enemies increases and the routes decrease when you switch from normal to hard.
A system that allows you to hit with damage-reducing super armor! (At higher difficulty levels, enemy attacks are too painful to effectively use it) Can’t we do something about that?
Hard mode exclusive dungeon!
Stop with the suddenly difficult puzzle gimmicks!
It’s really tough to be defeated by weak enemies in side-scrolling action games and shoot ’em ups.
I hate games that become nearly impossible to progress due to a lack of testing in hard mode.
Seeing a game that has properly adjusted difficulty levels like a post-clear unlock hard mode makes me smile.
Sure! A little more extra motion, please!
Bullet hell games aren’t just about increasing the number of bullets.
Well then, I’ll make it so that in the highest difficulty, your stamina decreases over time automatically…
I don’t like the whole idea of choosing a difficulty level in the first place.
The post-game content can be expanded as much as you want, so I want the developers to confidently present the best game balance they have created in the main story.
>>104
I completely agree, but realistically, the only ones who can do that now are small-scale indie developers, right?
In the end, we have no choice but to implement a squishy difficulty level that anyone, no matter how inept, can clear.
Even works that are widely regarded as masterpieces often have quite a bit of this kind of difficulty adjustment on hard mode.
Unlocking the true ending in hard mode!
I’ll make parts that get forcibly rejected…
I’ll nullify the attribute attack…
It will also deactivate traps…
Ah, but if you release it with a stone, you’ll be able to fight normally for a little while…
>>109
I wonder if they thought it was fun to fight like this…
>>111
If there were no time limit during the release period, I think it would have been a bit better.
DMC directly connects player skill with destructive power, so once you get used to it, you can’t really complete combos unless you’re at the DMD level, which is nice…
I like the customizable difficulty where you can adjust the strength of the enemies, damage taken, and how easy it is to break parts, like in Horizon.
Accessibility means making considerations that allow people with disabilities to succeed, and it also means that making it easier for people who are not good at games or who have no time to play is also a form of accessibility.
I like the addition of the second form and new missions in hard mode.
The feeling of “Who are you going to fight with that?” about the so-called Rubis sword.
It’s really crappy that you can’t upgrade weapons unless you clear hard mode in FF7R.
Isn’t weapon enhancement necessary for poor players?
It’s different to reduce experience points and money… that’s how it feels.
>>116
Having a low amount of experience points is fine in normal mode where there are plenty of support items, but in hard mode, it’s clear that you need to use them.
The hard mode of Wisdom Borrowing was personally a bit subtle, just like in the thread image.
I’ll make the enemy have super armor.
So that means adding the crappy motion is allowed, huh?
I don’t know about the recent EDF, but in the past, when you increased the difficulty, the enemies would multiply and become tougher, but stronger weapons would drop accordingly.
In normal mode, there was an unlimited number of lives, but in hard mode, there will be a limited number of lives…
Stop increasing the attack speed.
I’ll reduce the recovery time for normal techniques and the cooldown time for special moves.
Due to the rough implementation of automatic health recovery, the sword trial in master mode has become quite a situation.
I hate games where the enemies’ health and attack power increase in each round, resulting in regular weaklings that I could normally take down in one hit becoming impossible to defeat, raising the difficulty to an outrageous level!
I hate that I can only use my true finishing move in hard mode!
I remember that in God Eater, the increase in difficulty wasn’t about strengthening the enemies, but rather increasing their numbers…
I hate those locked treasure chests that are placed there for show.
I think that if you consider it from the player’s perspective, there’s no way you would reduce experience points, but I wonder why they made such a design choice.
>>131
Because you said you wanted to struggle in hard mode…
Tales of the Abyss, which has created bosses so poorly designed that even strategy guides don’t know how to defeat them, simply by scaling the parameters haphazardly…
>>132
Fujishima Tales lacks motivation when it comes to the game part.
On the contrary, Inomata’s Tales become even more enjoyable and offer more bonuses as the difficulty increases.
I hate the hard mode of Mega Man Zero 2, where I’m forced to play in a state where the enhancement system is unnecessary, unable to do anything, like a no-hand weapon challenge in Dark Souls!
I hate that the boss battle mode keeps throwing enemies at me!
I don’t like losing experience points even on hard mode.
I feel like it’s a bit unfair for the normal mode because easy mode is increasing.
If it can be changed easily and has no drawbacks, then well…
Please stop asking for 100% completion.
My acquaintance is aiming for a low-level clear, so they appreciate the reduced experience points.
It’s good that it gets faster and the attack power increases, but I wish it wouldn’t become tougher.
Playing without gaining experience points can be done at our discretion, regardless of the difficulty settings.
The ideal scenario would be for AI to be enhanced, but from the development side, it feels cost-ineffective.
I hate it when the enemy’s prickly machine guns get a difficulty increase and their attack power becomes absurd, resulting in a guaranteed instant-kill attack!
Honestly, World Tree 3 was so easy that I kinda wanted this.
Well then, shall I put in a weird gimmick?
I like the ones where a hard condition is added!
I simply love it when there are two bosses!
>>146
I wonder why it’s more fun to fight two bosses than to have double attack power or act twice.
Is there really anyone who can clear something like this? That’s how I felt about Vagante’s hard mode.
I think hard mode is about how to overcome the creator’s unreasonable challenges, so I feel you shouldn’t complain.
It doesn’t matter how difficult it becomes.
I hate Resident Evil because you can’t unlock infinite ammo unless you clear it with a limit of 7 save points.
· Initial stamina
– No recovery
– Remaining life system
– Enemy attack power doubled
– Boss has gone insane.
– True ending added after clearing.
I still haven’t forgiven the initial White Steel X2 that threw everything into hard mode.
It’s fine to be reckless, but don’t leave out the necessary elements for completion.
The highest difficulty level of Musou Origins was great.
Although the enemy’s firepower and health increase, the impact on morale boosts significantly, so if you approach it with a macro perspective, it ultimately takes less time than the original mode.
It was tough to just increase the number in Dark Souls 2.
It was interesting that the guard, which had no risk in SEKIRO, now comes with risks and challenges.
I didn’t like being plagued by misfortune; it just became a hassle.
The hard mode of Siren 2 was quite challenging.
In Noita, it’s fun to first get the stick and the park gacha stick to fight against the tough weaklings.
In the high difficulty of the first Psychobreak, there was a sense of despair when the fake Rubik was wandering around the village at the start.
On the contrary, there are quite a few cases where the experience points increase with higher difficulty.
I’ll have them act immediately after the reinforcements arrive…
>>161
Even if we attack from here, the enemy will strike first…
The number of dungeons that can only be accessed on hard mode is increasing, as well as the number of ultra-high-performance weapons that cannot be obtained.
The defense aspect is perfectly comparable on normal difficulty.
Valkyrie Profile is done!
I hate hard mode where the means of recovery are obviously reduced!
Dropped Dead Cells.
I want the staff who change the game’s progression based on difficulty to quit.
Wasn’t there something like in Puzzle & Dragons where if you exceed a certain number of combos or damage, it gets absorbed?
I’d prefer if the difficulty is more stage-specific rather than an overall increase in difficulty.