>>511390121Part 2/2
-More wittle down from enemies when retrieing a boss. Yeah you read right. Getting to the boss in good condition should be part of the challenge for the majority of bosses. Only the final or hidden bosses should be balanced to fight the player at full capacity
-Slower leveling, but bigger increase in stats per level
-Less video-gamey enemy scaling. Enemies in the beginning could potentially do as much damage as endgame if senseable within the world. Makes no sense a dragon in the south does less damage than a wolf in the north. Especially in an Open field where you can easily avoid combat.
-Less enemy damage. Dying in two hits with 80 VIG and medium armor is BS.
-Delay for input-reading.
-Make having a visual for input-reads necessary. Same for projectiles
-Actually develop an AI for NPCs. Stop reusing the same one since fucking DeS.
-Different AI for summons fighting bosses.
-Fewer heals. No Regaining Flasks outside of rests
-No "no-aggression"-zones
-Easier to follow NPC-questlines, less "Fuckupable" stuff unless clearly stated.
-More transparent reasoning for NPC-motives to actually make informed decisions (e. g. about what ending to chose) on the first playthrough without having to watch lore-videos
-More varied endings. No cheap palette-swaps with slightly different narration.
-An ending cutscene longer than 20 seconds.
-No swamp. Meme. Repeated too often.
-More thought out elevators pertaining to placement/not just for player's convenience, no pressure-plates to step on (no elevator irl works like that)
-No complex opening mechanisms unless warranted by the setting
-Fewer/more thought out, shorter ladders in places where they make sense
-Ladders that are not perfectly vertical
-No respecking stats. A well optimized build should be an achievement for the few to put in the foresight
-More potent talisman-/ring-effects. No +n versions
-No crafting
-No trash-loot