balchagi wrote...
I can understand your worries. It always irked me that nightmare mode
automatically means enemies having ungodly amounts of health and
suddenly doing increased damage while your supposed hero of legend can't take a few hits. I would like to see advanced tactics and more varied skill usage, but when the player is able to penetrate those, it shouldn't take a million hits to down a basic enemy. I can accept it for magical and fantastic creatures like golems and dragons, but not for every enemy in the game.
That said, I did find nightmare difficutly on DAO not very nightmarish, so I do look forward to a harder nightmare mode. I would like to see party wipes where I can't help but admire the AI tactics that were set up rather than rolling my eyes because my warrior and rogue can't take down a single enemy together.
One of the reasons for increasing enemy health and damage is to encourage efficiency from the player. They don't have to be huge increases compared to the normal game (which can lead to boring grinding on single enemies), but should be significant enough that a party that isn't as close to optimal will suffer.
One of the ways of looking at it is that it would take the party X seconds of focus firing to take down a given enemy. Higher difficulty increases that time, causing complications due to threat management, additional damage taken in that period, additional ability usage, enemies repositioning themselves, etc. The time increase doesn't have to be huge, but has to be enough that the other factors will end up having an impact on how the fight progresses.
Enemy damage dealt can be viewed in a similar way. My tank can stand up for X seconds under the enemy assault. Higher difficulty means that time is shortened. I would have to be better protected, have an off-tank, be able to decrease enemy DPS for a while, incapacitate them, or find some other method to be able to extend my own survivability time.
For advanced tactics and additional abilities, someone else had mentioned this earlier: If we did have that, why wouldn't we include it at all difficulty levels? We want to give all players the best, most varied experience possible, and design decisions have to be justified based on that. Tweaks and special additions were put in on Nightmare that makes enemies harder or, in some cases, act a bit differently, but changes that require significant amounts of resources (which abilities and additional scripting do) would need to be justified and, given all other constraints, probably can't be. A few of us have tried to put in things that will complicate Nightmare, but it was limited to extra time we had over the course of development.