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Neon Genesis Phijkchu

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July 17, 2020 – Present
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Through August 30, 2026
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June 19, 2020 – August 30, 2026
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sudo TPK games
Speaking of Souls games: I'm not advocating for implementing an "easy mode," as in an actual difficulty you can select right from the options, either before hitting "New Game" or before picking a class after hitting "New Game." That having been said: Is there really a good argument against different difficulties, other than development time that could be used elsewhere than balancing numbers around different difficulties?
Gent games
Difficulty in this sort of rpg comes down to what your build is and if you exploit weaknesses, which is the best way to do it
sudo TPK games
I can't find really a good argument for difficulty settings. Likewise, I can't really find a good argument against difficulty settings.
sudo TPK games
In WoW & FFXIV, different levels of difficulty in raids aren't just numerically different, they're also mechanically different, but an MMO is a bit different than a primarily single-player game.
sudo TPK games
And yet LFR in WoW is actually harder to clear than with a raid finder group on normal, sometimes even heroic, because you have to have SOME type of communication to put together even a normal mode raid.
sudo TPK games
The question was, is there really a good argument for or against difficulty settings, permitting it's not eating up dev time that could be spent elsewhere?
Phijkchu_Pikachu games
I think having a "this is hard, but doable" and then a "this is hard, and if you do not really understand the game mechanics you cannot progress at all" modes are good
Spooky Phijkchu games
other than lazy permadeath modes, which aren't really "hard" in the traditional sense I don't think most balance scales very well, it'll feel good in parts, it'll feel bad in parts
Gent games
It’s annoying having to parse out the “definitive” way to play the game then having arguments online about how you didn’t do the right difficulty setting

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