BluuHorseOfficial
Member
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I personally don't. This is because if every time the player dies, the enemies' health gets reduced, fights like Dr. When or the Doom Amulet would be cheapened as you could simply die a bunch of times and ignore their mechanics completely because their total health is like 1/64th of their initial total health. I feel like even story fights should impose a slight challenge and encourage some amount of strategizing too. After all, the harder an enemy is to beat, the more satisfying is the victory. Heart of Cryohem has a Titan Dragon fight option, which is significantly easier for lower levelled DA holders. Even for non-DA players, there are ways for you to work around Heart of Cryohem's mechanics, imo it's not that much of a hard fight if you're aware of its mechanics. Theano (Death form) does do a lot of damage, but you can easily counter this with a defensive class, or just any good debuffing skill. While Bandit? is quite tricky, it is fought later on in the game, when even story quest reward lots of great gear. Swole Verly doesn't seem too hard, not sure why people had issues in the first place. I feel like with a little bit more strategizing, one can stand victorious against these fights, and have a more immersive experience with the game! Naturally, any fight that is unfairly difficult will, of course, receive the deserved nerf, though as of late we have seen even fights that don't deserve a nerf being struck, and bosses aren't that hard as a whole. That being said, there are older quests that reset the quest and leave you at 1 HP with no way to recover besides (watching the cutscene and) leaving the quest. Now that you mention it, I feel like this, along with the addition of skip buttons, is something that could be added to make it easier for players to pick up where they left off (this could happen now that the Devs are planning to re-imagine old storylines).
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