| DanneSandin said: What would they add in dungeons that would break up all the fighting? It would be boring if all you ever did was killing in the dungeons, that would make that whole section hack'n'slash. That kind of thing work well in Zelda 1, but doesnt really cut it in newer games. Dont get me wrong, I'd still like to see more enemies in tve dungeons, but even more so, I'd like to see more challanging enemies. Enemies that are mini puzzles in and of itself, where you need to master certain skills to take them down, kinda like in TP. And I'd like "hot spots" where there is enemies in the Overworld as well, but maybe not as tough as those in the dungeon they're guarding |
As for your bit about enemies in TP, I thought they all were a cake walk. A big problem with Zelda enemies is how passive they are. They need to be far more aggressive, and much less effected by sword stun locking. They need to react better to you as well and many could do with a larger arsenal of moves. Not all of them need to be these amazing fighters, but even the bokoblins should be able to take you out if you don't pay enough attention. And they shouldn't be "mini puzzles." They should simply be challenging enemies that require skill to defeat.
And you shouldn't be able to bottle fairies. That's a joke. 99% of why these games aren't difficult is because of that. It's literally an easy button. I'd never have played a three heart run of WWHD on hard mode if I couldn't bottle fairies.
But hey, just put all those changes on Hero mode, and I'm happy. Let anyone else play Zelda for the story or whatever.







