I feel like some people lost the idea what a real challenge is, and it's almost impossible to talk to some gamers about difficulty, because they don't want to ruin their "hardcore" game titles. But here's some truth.... most hardcore games aren't even hard. They're cheap, and lazily designed in most cases.
It seems like today's "Challenging hardcore games" are only grind fests, and unfair gameplay/super over powered moves. Let's discuss one of the modern ones.
Diablo 3 Inferno setting.
Here's an ENTIRE difficulty that can be beaten... by... BUYING GEAR!
When your entire "hardcore" game can be out wit by simple stat adjustments. That's a design flaw in my book. A game should always be challenging, and shouldn't stop because you have the "UBER EPIC LOOTZ" *Rolls my eyes* Even if you don't buy the gear all you have to spend is countless hours of your time to find it, and even if you happen to get a good item it's mostly worthless for your class. So.. more grinding!
When did grinding become the rule in what's difficult lately? When did TIME = HARD?
The problem with a game like Diablo 3 is that the game isn't necessary hard, but time consuming. The game itself isn't hard, but finding the gear to beat the actual game is.
I hope this design of games is wiped out soon, because it's lazy, and stupid. I'm not whining about the gear grind, but if the gear grind is the only thing that keeps your game being hard. It's extremely lazy.
Guild Wars 2. Holy. Crap. This game is the exact opposite of Diablo 3, and it's hard in the most stupidest ways possible. Over. Powered. Enemies, and poor AI.
Let me explain there's a few problem in this game.
Stun locking. Stun locking is a major issue in Guild Wars 2, and the community doesn't want to address the issue, because they find it "Challenging". Well here's the thing.. once again the entire "Challenge" can be avoided by having a stun breaker, and stability skill. But the down side.. you can only use it every 45 seconds. (Cooldowns may vary between classes/builds) So that's 45 seconds to wait between fighting so I don't get stunlock. but still completely avoiding the "challenge" of the game.
Here's the REAL issue now. Without the stunbreak skill you are completely useless if you go up 4-5 enemies at once with a stun ability you are DEAD! There is no discussing this. all 4-5 enemies will spam their stun ability run after another, and you die.
The community will always say. "GET A STUN BREAKER!" (Which ironically ruins the so called challenge.) "L2DODGENOOB." While I dodge into another enemy with a stun, and then have to dodge HIS stun as well. Therefor wasting my two dodges. Next the most stupidest thing to say. "Don't 1 vs 5 mobs, DERP!" I won't even discuss why this is stupid, but leads into my next reason.
Maybe the game designers give some intelligence to their monsters so they don't all spam their abilities at once? More skills, more combos, more everything. This isn't just a stunlock issue. There are plenty other mobs who spam their abilities one after another that totally wipes out the party. If they gave their mobs some level of AI, and stop spamming all the time. This wouldn't be a problem.
Super moves, and massive AoEs.
A lot of bosses have AoEs that totally wreck your day. The worst part is you can't dodge out of them! There's way too many AoE rings, and no matter which way you dodge you're always stuck in one, and then you die. Again.. people call this challenging? This is completely unfair gameplay. No matter what way you move you *WILL* die. Not only that, but some bosses have literally 1 shot insta kills if you don't dodge. Which.. is fine, but it's cheap. Not everyone plays 100% perfect, and no one should expect people to play 100% perfect all the time. Also Arenanet doesn't follow the rule that it takes an average human being at least a second to respond. So yay.
Now to the other generic style of a "challenge" dungeon run/enemies.
Creatures/enemies/etc. That have massive heal pools that every time they hit you take away 1/4, or 1/3 of your health away. This isn't challenging this is a cheap way to make your game hard. The AI isn't smart, the monsters aren't doing anything interesting. They're just swinging their weapons. I can understand if enemies were casting abilities, but not just swinging their sword each time. That just reeks of lazy design, and lazy work.
Some people pull the whole "It's a test of survivability", but that's a shitty card pull in today's market since hardware is powerful enough to handle more complex patterns/phases/etc in a fight. That excuse for me just doesn't cut it anymore.
It seems like today's "Challenging hardcore games" are only grind fests, and unfair gameplay/super over powered moves. Let's discuss one of the modern ones.
Diablo 3 Inferno setting.
Here's an ENTIRE difficulty that can be beaten... by... BUYING GEAR!
When your entire "hardcore" game can be out wit by simple stat adjustments. That's a design flaw in my book. A game should always be challenging, and shouldn't stop because you have the "UBER EPIC LOOTZ" *Rolls my eyes* Even if you don't buy the gear all you have to spend is countless hours of your time to find it, and even if you happen to get a good item it's mostly worthless for your class. So.. more grinding!
When did grinding become the rule in what's difficult lately? When did TIME = HARD?
The problem with a game like Diablo 3 is that the game isn't necessary hard, but time consuming. The game itself isn't hard, but finding the gear to beat the actual game is.
I hope this design of games is wiped out soon, because it's lazy, and stupid. I'm not whining about the gear grind, but if the gear grind is the only thing that keeps your game being hard. It's extremely lazy.
Guild Wars 2. Holy. Crap. This game is the exact opposite of Diablo 3, and it's hard in the most stupidest ways possible. Over. Powered. Enemies, and poor AI.
Let me explain there's a few problem in this game.
Stun locking. Stun locking is a major issue in Guild Wars 2, and the community doesn't want to address the issue, because they find it "Challenging". Well here's the thing.. once again the entire "Challenge" can be avoided by having a stun breaker, and stability skill. But the down side.. you can only use it every 45 seconds. (Cooldowns may vary between classes/builds) So that's 45 seconds to wait between fighting so I don't get stunlock. but still completely avoiding the "challenge" of the game.
Here's the REAL issue now. Without the stunbreak skill you are completely useless if you go up 4-5 enemies at once with a stun ability you are DEAD! There is no discussing this. all 4-5 enemies will spam their stun ability run after another, and you die.
The community will always say. "GET A STUN BREAKER!" (Which ironically ruins the so called challenge.) "L2DODGENOOB." While I dodge into another enemy with a stun, and then have to dodge HIS stun as well. Therefor wasting my two dodges. Next the most stupidest thing to say. "Don't 1 vs 5 mobs, DERP!" I won't even discuss why this is stupid, but leads into my next reason.
Maybe the game designers give some intelligence to their monsters so they don't all spam their abilities at once? More skills, more combos, more everything. This isn't just a stunlock issue. There are plenty other mobs who spam their abilities one after another that totally wipes out the party. If they gave their mobs some level of AI, and stop spamming all the time. This wouldn't be a problem.
Super moves, and massive AoEs.
A lot of bosses have AoEs that totally wreck your day. The worst part is you can't dodge out of them! There's way too many AoE rings, and no matter which way you dodge you're always stuck in one, and then you die. Again.. people call this challenging? This is completely unfair gameplay. No matter what way you move you *WILL* die. Not only that, but some bosses have literally 1 shot insta kills if you don't dodge. Which.. is fine, but it's cheap. Not everyone plays 100% perfect, and no one should expect people to play 100% perfect all the time. Also Arenanet doesn't follow the rule that it takes an average human being at least a second to respond. So yay.
Now to the other generic style of a "challenge" dungeon run/enemies.
Creatures/enemies/etc. That have massive heal pools that every time they hit you take away 1/4, or 1/3 of your health away. This isn't challenging this is a cheap way to make your game hard. The AI isn't smart, the monsters aren't doing anything interesting. They're just swinging their weapons. I can understand if enemies were casting abilities, but not just swinging their sword each time. That just reeks of lazy design, and lazy work.
Some people pull the whole "It's a test of survivability", but that's a shitty card pull in today's market since hardware is powerful enough to handle more complex patterns/phases/etc in a fight. That excuse for me just doesn't cut it anymore.