# About Difficulty Selection Options

**URL:** <https://forum.norestforthewicked.com/t/about-difficulty-selection-options/23169>\
**Category:** Wicked Feedback\
**Created:** [January 31, 2026, 3:16am UTC](https://forum.norestforthewicked.com/t/about-difficulty-selection-options/23169 "2026-01-31T03:16:14Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Lombix\_4](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lombix_4/32/9402_2.png) [@Lombix\_4](https://forum.norestforthewicked.com/u/Lombix_4)\
**Post date:** [February 8, 2026, 12:18pm UTC](https://forum.norestforthewicked.com/t/about-difficulty-selection-options/23169/2 "2026-02-08T12:18:02Z")

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> [@Argato](#):
>
> Making the game easier does not automatically allow disabled players to play it.

Correct, there is a need for an accessibility mod not an easy mod for that.

> [@Argato](#):
>
> A good example is _Summons_ in _Elden Ring_

Yes: “in game difficulty settings“. Not just things that make it easier like summons and consumables, but also things that make the game harder like “Shabriri’s Woe”

> [@Argato](#):
>
> the game could invest in a **universal balance**.

But I think an accessibility mod/story mode would make sense. like in Celeste and Another Crab’s Treasure.

> [@Argato](#):
>
> In the end, I would like to see the community united around a single challenge. There are countless ways to make a game easier or harder through _mechanics_: summons to help with bosses, optional accessories to increase difficulty, such as rings that make the player take more damage. It’s far better to encourage players to engage with certain mechanics than to present the “hardest option” right at the start of the game.

Agree, I agree I expressed similar thoughts here: [Game Accessibility and Difficulty, Unsolved and New Problems (Breach Refind)](https://forum.norestforthewicked.com/t/game-accessibility-and-difficulty-unsolved-and-new-problems-breach-refind/19972)

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