Low friction mode via toggleable difficulty modifiers

Keeping the default difficulty in place as part of the “vision” of the game I can understand. But there is no point alienating a large part of the userbase and getting negative reviewed on steam over it. Below is a list of suggestions that combine to become a “low friction” mode that should be an option for those that want it. Making each part a separate toggle would let us “choose our own adventure” based on preference. For me I really want to learn to parry everything on each boss, but the run backs are soul crushing and destroy any motivation I have to do this. Compare to Expedition 33 which released recently, it’s also brutally hard parry based gameplay, but has no durability concerns and you can quick-save right before bosses to keep the iteration loop quicker for learning.

  1. All items inherit Indestructible automatically, no durability concerns.
  2. Respawn points for bosses moved closer, add additional non-teleport whispers right outside each boss room.
  3. Faster material farming, add a set timer to material nodes that is short and independent of fog, to allow quicker farming of materials for town upgrades.

adding difficulty sliders is a good idea - I’m totally with you on this one.

If combat feels too punishing, you can dial it down a notch by switching to story mode and focusing on wandering around, gathering resources, decorating your safehouses, and talking to NPCs.

Making the game easier across the board, as the devs did with the latest hotfix, to appease some players who don’t want to get better and utilise full potential of the game’s combat system, is an exceptionally bad idea.
Especially when it breaks the game’s economy in the process (I’m talking about more abundant healing potion ingredients and fallen embers which are supposed to be ‘rare’ yet every trash enemy you come across in the opening area of the game seems to have one in their pocket..)

I also wonder what type of multiplayer they will add. For example, can we summon a friend (or NPC when there’s not enough people playing) to help?

As it’s early access, we might not fully grasp whether the current difficulty is representative of the 1.0 difficulty, as we might still get useful tools to trivialize things