magicsofa Posted August 27 8 hours ago, whybmonotacrab said: Yeah, you still have to have a level of mechanical mastery, but a lot of it is working out order of operations and how to manipulate enemies. Sure, in maps that are designed that way. But not all ultra-hard encounters have that much of a strategic element. OR, the strategic element can only be experienced if you have a certain mastery of the mechanics, because you will just get squished anyway if you aren't able to dodge through a field of fireballs. Contrast that with maps where there are puzzles, but little or no difficult mechanics. With those type of maps in perspective it doesn't really make sense to qualify ultra-hard (whether 1 monster or 1000) maps with "it's a puzzle." Yes, there is a puzzle element, but even beginning to solve it also happens to require a high level of accuracy in just pressing the buttons. That part of it is both a fundamental aspect of maps where you die a lot, and also not really a puzzle by itself. 0 Share this post Link to post
KenaiPhoenix Posted August 27 If you have to glitch enemies/the level to finish it I think it is bad design, regardless of the difficulty. On the other side, some encounters required you to already died at it once before you can succeed because of its traps, im not a fan of those either. Some part of Sigil 1 were like that and I though it was just unfair design. That doesnt mean a good challenge where you have to try different tactics cant be fun, at the contrary those are great! It gives a feeling of pride an accomplishment (not in the EA definition) when you beat them. In short, and imo, just be fair on the challenge. A difficult, but fair challenge is usually saw as a good thing 0 Share this post Link to post
SpartaKiss Posted August 27 Not a fan most of the time, but there are always exceptions. I mostly find its either an experience or the taste of most just arent the right flavor. I have had blasts with some solo style puzzle maps, and but I get turned off by Plutonia, yeah I do mean the main plutonia. For me it seems to be the level of cheap shots a map takes that ends up being the breaker or keeper. That doesnt rule out everything. I like Sunlust, and even late levels Hellbound which is not terribly hard by comparison to most other stuff that might be mentioned in the thread, but still hits harder than a lot of younglings might expect based on its first 20 levels as Hellbound gives a decent gear shift. My medium of enjoyment for pure combat orient maps would probably be exemplified by Lunatic. Its not too hard, but definitely not too soft, has fun; not terribly serious but can definitely deliver the yells of frustratiion too. 0 Share this post Link to post