droid327
Hardcore casual soloist
There is a narrow window between easy, challenging, and too hard. And that window is all over the spectrum for different players. Simply making things harder than easy isn't necessarily making it *better*
When those shifts are accidental and not tied to the actual difficulty scaling mechanic (NHER+) it's almost definitely not doing it right
The latter is fine advice, but the itemization design in the game makes it hard to have "utility" items you can slot situationally, because that means breaking your Tetris and losing out on some other valuable affix instead and exposing another vulnerability
Also, "having an item" usually means grinding for a specific piece of gear, which often devolves into another progress/content ownership gate. Potions would be a great way to reward players for being prepared, without being a barrier to new players being able to complete content on otherwise-manageable difficulty. But we would need to greatly expand potion options to make them effective...30% absorb in addition to 10/20/30 reduce
When those shifts are accidental and not tied to the actual difficulty scaling mechanic (NHER+) it's almost definitely not doing it right
Keep an absorption item for those situations, and drink a protection pot. That might make them doable still.
The latter is fine advice, but the itemization design in the game makes it hard to have "utility" items you can slot situationally, because that means breaking your Tetris and losing out on some other valuable affix instead and exposing another vulnerability
Also, "having an item" usually means grinding for a specific piece of gear, which often devolves into another progress/content ownership gate. Potions would be a great way to reward players for being prepared, without being a barrier to new players being able to complete content on otherwise-manageable difficulty. But we would need to greatly expand potion options to make them effective...30% absorb in addition to 10/20/30 reduce