Talk:Experience Points/@comment-5238994-20120816212217/@comment-9317427-20130708180636

In my opinion, BBI's type-of-combat if we're talking about the amount of defense enemies have, is not the best way to increase the challenge.

How the game calculates damage (Seems to be a simple /Attack/ - /Defense/ scheme) promotes tedium rather than real challenge.

For example, people clamor for harder difficulty so they buffed up the defense of mobs in BBI. The damage one would do if their overall attack is less than the target's defense seems to be set to a very low amount (looks to be set to a single digit but I do hope it's not just 1 dmg lol). This in turn makes using Poison or Burning attacks more effective, which should not be the case.

A real good game that offers challenge would be a game that you can finish even at Level 1, on any difficulty without it having to take too much time trying to kill just one single mob. The difficulty should not lie with stats. Challenge should be met with AI and game mechanics instead. Basically, at easy level - mobs do less variety of attacks and move at slower reaction times, at hard level - mobs are kungfu masters and are on roids lol.

Some of the BBI boss enemies like enraged Elder Ogres, Condemned Gorecyclops, and my fave, Living Armors are great examples of challenging mobs due to either their speed, reaction, or skill sets. Too bad it's either a you-can't-scratch-them-yet or they-just-freakin-die-too-fast-now-with-my-BBI-weapon thing...T_T

Skills and augments should cater to combat mechanics that don't delve into just damage numbers. Weapons should offer specialized attacks and damage dealing opportunities instead of just increased damage stats (this would make low tier gears still viable at the cost of less combat options instead of just going for the strongest weapon).

Damage calculations should be more consistent throughout the game and focus more on rewarding skilled players with more damage dealt thru skillfull use of attacks/skills hitting specific weaknesses/body parts/openings/etc. This is more inline with action games that give more weight to player skill instead of just being a match of who's got the bigger gun or finger exercise thru button mashing.

I agree that DD's Hard mode just adds a bit of tedium to the game by limiting your options (stamina). Mobs doing twice the damage don't really matter if they don't even hit you. (there are games where you die after getting hit by anything >_>) They should've just set damage and stamina to the same levels as the Normal Difficulty and instead, made all mobs do more stuff / move faster or even the simple, add more mobs lol. Though I guess they did not have the resources to code new stuff of this level into the game.

Don't get me wrong, I like playing DD even with how it offers it's challenge but I'm also hoping that DD2 would not stick with the same formula for challenge. Here's hoping that it comes out first though lol.