1) But we already have content of variable difficulty levels. People have stuff from which to choose.
2) Who has suggested difficulty bump? And, like for which level of content? All of it?
1) But we already have content of variable difficulty levels. People have stuff from which to choose.
2) Who has suggested difficulty bump? And, like for which level of content? All of it?
We have some content with difficulty levels. Most difficulty levels outside of "normal", though, do not have varied content.Only "normal" ---i.e., no difficulty setting at all-- has any real range of content.
- "Easy" has only MSQ scenarios.
- "Extreme" is limited to perfectly rectangular or circular rooms where 8 people beat a cylinder to death while making sure to be at the right places --and hit their scripted heals and defensives-- at the right time.
- "Savage" is limited to perfectly rectangular or circular rooms where 8 people beat a cylinder to death while making sure to be at the right places --and hit their scripted heals and defensives-- at the right time.
- "Ultimate" is limited to perfectly rectangular or circular rooms where 8 people beat a cylinder to death while making sure to be at the right places --and hit their scripted heals and defensives-- at the right time.
It's been suggested here and there, mostly as modest bumps across the leveling process, to be mostly unnoticeable at any given step but as to better prepare players for the endgame as to give more confidence and relevant practice that might bridge the way to Extreme difficulties, etc.2) Who has suggested difficulty bump? And, like for which level of content? All of it?
Especially now that they are rolling trusts out to virtually all MSQ instanced content - may as well just tack on any "easy/auto-win" mode options to that and let the regular content fluctuate a bit more.It's been suggested here and there, mostly as modest bumps across the leveling process, to be mostly unnoticeable at any given step but as to better prepare players for the endgame as to give more confidence and relevant practice that might bridge the way to Extreme difficulties, etc.
Last edited by Lauront; 06-05-2022 at 10:35 PM.
When the game's story becomes self-aware:
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