this post was submitted on 06 Nov 2025
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Gaming

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[–] Korhaka@sopuli.xyz 1 points 1 year ago (3 children)

Depends on how it's implemented. Just give the player more/unlimited HP or armour would be easy.

[–] Warl0k3@lemmy.world 2 points 1 year ago (2 children)

"Game designers should include cheats" is a take

[–] Honytawk@feddit.nl 1 points 1 year ago (1 children)

All of them did before, so why not?

[–] Warl0k3@lemmy.world -1 points 1 year ago* (last edited 1 year ago)

No, they didn't?

[–] MrScottyTay@sh.itjust.works -1 points 1 year ago

And should be the bare minimum of a game

[–] bob_lemon@feddit.org -2 points 1 year ago* (last edited 1 year ago) (1 children)

Let's take Elden Ring as an example: how do you scale poise? Is the player harder to stagger? Are enemies easier to stagger? How about status effects? Can you trigger hemorrhage with less hits on low difficulty? Dodge frames? Parry timing?

That's just off the top head, there's tons more mechanics I've never even touched in there.

Combat systems (which is 95% of what difficulty affects) can get so much more complicated than just HP/Armor. And that makes scaling more them just percentages of damage in/damage out.

I'm not saying it can't be done. But it's a gross injustice to blame lazy devs for not implementating a system that probably takes weeks if not months to create and balance.

[–] Korhaka@sopuli.xyz 2 points 1 year ago

Sure, a complex difficulty system that the user can tweak is nicer to have. But making the player take more hits to kill is pretty simple and could be argued as an accessibility feature.