With the new addition of the scaling option, it looks like Ubi is trying to give us a more challenging experience while all the skills they release make the cakewalk game ever cakewalkier. Make lite attacks regen less stamina or none at all.
But the scaling options are very artificial - scaled up enemies simply make you feel like a little girl fighting Gods as even the simplest enemy is tougher than you in any way except his brain. This doesn't feel right.
Here are multiple changes to the game that can increase difficulty if tuned right.
These changes are NOT new mechanics, not new animations, no new content. If modding was possible im pretty sure a modder could do those in a day (if he knew the variables to change) so this should be easy for the developers to change, only takes time to test:
The player should regen less health or none at all when finishing an enemy. Health consumables should only be possible when Eiver is actually able to play the consuming animation. So not when falling, attacking, rolling etc.Health regen from consumables should take a while. maybe 5 seconds or so. not instantly.More plants should be picked to gain a single consumable item.
Health Regeneration changes:
You shouldn't be able to cancel an attack in favor of a parry or dodge. Maybe only after the moment of impact on the enemy. This will make players think about when to swing and not be so easy on the trigger when being attacked by multiple enemies.
Parry should only work on one enemy - the one who attacked first. If two enemies attack at the same time - the first will be parried and the second will hit eivor. This will make players more mindful on when to dodge and when to parry.
Parry window should be smaller. maybe 0.1 of a second shorter, so on nightmare it should be 0.3 of a second instead of 0.4, or any other value that is smaller so parrying a slightly harder to pull off. Dodge should have a shorter invincibility duration so it's not that easy. or maybe even not have invincibility at all unless you're rolling or something. This is probably too harsh but I wonder how dodging would feel if it's realistic - which means you can't dodge into the enemy's weapon and get away with it.
Enemies attacks should be sped up a bit. Not all enemies (like the ones who use knives) and not all attacks, but some attacks are really really slllooooow (like the 2 handed axes and hammers or the heavy attacks by the regular grunts, and all Red Runes attacks by regular enemies). They could be sped up by 10% or 15%. I made such a change in AC:Origins in the GREAT tools they released and combat just became a LOT!!! more fun. Make enemies who fall to the ground get up much faster, so if you're not quick to stomp or execute them - you'll miss the chance. I think an enemy on the ground of 1.5-2 seconds is enough. Maybe make enemies able to get out of your combo in the middle sometimes. For example, if an enemies Guard or Health is above 50%, they can attack through your combo to force you to go on a defense and react to them instead of attacking till dead, or the enemies could dodge backward. A lot of enemies have this sort of "escaping" animation if you hit them with the last combo attack but they don't die. So this same animation, only happening randomly after 2-4 hits.
Bosses and zealots should do less damage and take less.Bosses and other large enemies should stagger more often, perhaps.
Changes to counter the above suggestions:
Not all changes should be made. Im sure that if ALL of them are done the game will be impossible. But tweaking some of those should contribute to a better experience. This can be a toggleable option in the menu that you can toggle on and off and it's applied to whatever difficulty setting you're using. Just like how Scaling applies to all difficulty settings as well.
What do you guys think?