Make hard mode

>Make hard mode
>Enemies are just damage sponges
This trash was actually behind a paywall?

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They canned most of their plans for the DLC and turned it into a full game instead.

Here's a better idea. The enemies can kill you quickly. But you can also quickly kill enemies. Ta-da. Better fucking hard mode than the majority of hard modes available today.

> This trash was actually behind a paywall?
Yes, and thx lord is trash

Yeah, Master Mode is pretty trash.
At least Champion's Ballad is good so that helps make up for it

wow no one's ever done that before you're so smart

Real hard mode would limit the number of healing items you could carry, and limit armor swapping cheese.

If they mixed up the enemy attack patterns and made it so you have to choose your openings that would've been perfect. Actually needing to use dodges could've been peak Zelda.

Just have the game not pause while you're in a menu

>mix up enemy attack patterns
That would require way more work than just fixing the AI a little. Most enemies only have one or two attacks depending on what they're holding, so you'd actually have to program in new attacks for them to use. It's not just a matter of adding new values to the code, the enemies themselves are just so limited that there's not really much you can do with them.

They could have adjusting the timings of attacks like they did with the guardian laser beams.

Guardians are fundamentally more complex. Adjusting the timing of Bokoblins isn't gonna accomplish jack fucking shit. There are FOUR enemies of any worth in this game, three of them are Guardians and the last are Lynels. These are not common enemy types. Making these enemies harder to fight sounds nice on paper but that only really accounts for like 5% of the game.

In reality, rather than enemies, it's actually environments that cause the most problems. Lizalfos aren't a particularly problematic enemy, but if you place them in an optimal environment, their threat level skyrockets as shown by the Master Sword Trials. The inherent flaw of the open world system is that the player is given free reign to approach challenges form any angle, so limiting the player's movement options is the best way to apply challenge. But in order to do this, you'd basically have to create entirely new maps, or at the very least, actual proper fucking dungeons.

I'm paying like $20 for it so I want my money's worth

lol they're not gonna program entirely new attacks for every single enemy for a DLC, even if it's $20. No one on the planet would ever do that, least of all Nintendo. If you were a dev, you wouldn't do it either.

I'd also argue that equipment is also a factor since Link is basically an unstoppable god by the end of the game but this is generally something that's present in nearly all Zelda games. If you go out of your way to get every heart, optional equipment or power-up, you end up practically invincible.

>their threat level skyrockets as shown by the Master Sword Trials.
The problem with Master Mode Trial of the Sword is that the beginner's trial doesn't give you enough weapon resources to realistically ever kill those Lizals if they fall in the water and start regening, not that they're particularly dangerous to the player.

All they really should've done was limit the inventory space and make armor less useful so you're forced to sneak around a lot more looking for better weapons and you have to rely on crafting a lot more where you prioritize certain items and food that you want to make.

No. A good hard mode is better ai, more enemie cooperation and tighter dodge frame. Parry is fine.

No amount of better AI and enemy cooperation can save Bokoblins. It's like trying to improve Goombas. What the fuck can you do to Goombas to make them even remotely a threat? They can't actually DO anything aside from suicidally run at you.

Enemy health regen was just bullshit. It triggered too quick for a game that annoyingly launches enemies far away. It also basically broke those trials they added.

All I see in this thread are shitters.