scythesong Posted February 15, 2018 Share Posted February 15, 2018 (edited) Ok I get it, hardcore/Trial of Iron mode makes playing games more "challenging" by introducing a mode that kills characters permanently. But really, deciding that this should a benchmark for ARPG games is stupid. So if I was a gamer who lived a hectic life (anything from pets to babies to vengeful in-laws and a stressful workplace) then that automatically makes me, my games and my builds "inferior" to those of people whose main advantage is that they can enjoy playing the game in relative peace? There is a very real "what the f***" aspect in that logic because really, that's what the difference comes down to. While some people can (rightfully) argue that hardcore mode simply creates a very different meta that focuses on defensive builds, that also means that people who like playing these kinds of characters or who can play the game for hours in relative peace actually get more out of the game since there exists a different meta that caters to their gaming situation. So what does that mean for rest of us? We too have time to burn, we just can't afford to give the game 100% of our focus. As such, I propose the introduction of a different mode that caters to players who love a challenge but who can't afford to play a mode that causes them to lose all their progress just because one of the many family pets decided to take an impromptu s*** on tomorrow's homework. Since hardcore mode is loosely patterned after how mortality works in real life (along with associated risks) and making things even for the player/their enemies (since enemy NPCs don't have a reload button), this new mode does something similar with another aspect of real life - that of Murphy's Law, ie, whatever can go wrong will go wrong - and the sheer all-encompassing chaotic nature of modern life. Because seriously, there's a reason why we celebrate like crazy when plans go without a hitch. For this mode (call it Trial of Copper, ie the flexible metal) ALL attacks (even the party's) have a chance of doing up to 50% (debatable, for PoE I was thinking 80% max) more damage. The idea here is that battles are now skewed heavily towards being aggressive/dealing damage, being proactive, and killing enemies before they kill you. Yes, your characters will be going down all the time. Yes, you may yet find a use for that hotkey for the reload function. Yes, you may yet develop intimate, perhaps nostalgic, potentially genocidal feelings for that game over screen. And yes it makes sense. It's stupid to argue the logic of permadeath in a game world where NPCs can casually shrug off the effect of a lightning bolt or a 20 foot fireball. But anyway the challenge will be very real, and so will the accompanying sense of accomplishment for having beaten this game mode. I have high hopes for PoE2 (do your best guys!) and I hope it will also be one of those games that also sets up new standards for how ARPGs should be played. Permadeath is a stupid concept to be made a benchmark for games in general - it definitely works for some games, but games in general should not be held to a standard that favors only a fraction of gamers who are looking for a challenge. Edited February 15, 2018 by scythesong Link to comment Share on other sites More sharing options...
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