Original Post — Direct link
Originally Posted by Gmoneymaster24
I have to be honest the game feels fine. Why? Because since the first game, I understood the design they were going for. This isn't ghost recon wildlands. We are playing a rpg-ish type game and the scaling of the enemies is suppose to be difficult. They are suppose to mess you up big time at the end game stages. You're suppose to say 'Oh shnaps!' when you see a bunch of elites head towards you. You're not suppose to be able to yolo your way in or out of hard situations.

The game feels fine. If you have issues then you need to reconsider if you're more of a wildlands type and stay in that genre or accept this is the type of design we are getting from this genre.

Typically I'd agree but several of the state of the game streams have said at times scaling isn't working as intended and they even had a patch for it last week or this week I can't remember.

Making armor and hp irrelevant at higher tiers because most things can 1 shot pretty much means everyone has to be a heavy dps build or you are sacrificing dps for nothing.

I went from 221k armor today and 67k hp to 230 k armor and 90 k hp and then 167k armor and 39k how and saw no difference in survival except the last build the 167k armor and 39k hp I did far more damage and survived better.

I always use cover always. Now we have enemies that can walk through walls and shoot through cover we can't.

Can't have the bugs and the hard enemies and expect people to not complain.
over 5 years ago - Ubi-RealDude - Direct link
Originally Posted by BADA_187
So with other words, you guys only know Extreme Buff or Extreme Nerf? never heard of balancing? there is something off here and you know it.. unless.. you have not played the game..
Sorry for the confusion, perhaps a slight change in the phrasing will help clear things up.

How might the difficulty of the game be improved for players by means other than solely tweaking some numbers as was done throughout the beta stages?
I'm probing for thoughts and feelings from players besides just a "nerf" or "buff." Difficulty has a capacity to be far more dynamic than just numbers.