| HoloDust said: You suggest 50% enemy HP...that would be what I call wide scaling. Do that to Souls and I'd say at that point the whole feel of the game changes significantly. Souls is stamina managment game. It just might work with narrow scaling of stamina depletion rate: Novice - 0.8x; Adept - 1.0x; Expert - 1.2x. This would usually give you one more swing with the weapon as Novice or one less as Expert compared to Adept...but maybe even that is too wide of a range. |
Souls was more of a weapon management / magic management game for me. It makes a huge difference how many hits it requires to take down an enemy. And that's built right into the game. The game can easily scale depending on your weapon stats, instead the difference between grinding for a powerful weapon and using a standard weapon is enormous. You might say upgrading the right equipment is the right way to play, yet not everyone has the time to go min maxing every time.
I don't know if the game was balanced on a certain dps output for each section, yet it could scale based on that. That way it won't become to frustrating for those not being efficient in min maxing, and not too easy for those grinding or grabbing the best equipment early on. I used magic a lot in Dark souls, so much easier to soften them up first and finish off with one or two hits. Then I got to a boss where magic wasn't very helpful and got stuck. Co-op to the rescue.
There is a difference between easy and accessible. Dark Souls could have done a lot more to explain its systems when choosing an easier difficulty. Games should of course also have an option to turn that off. Stop it with the endless tutorials of basic stuff. It goes both ways.







