History Main / NumericalHard

6th Jun '16 1:16:18 AM BigKlingy
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* Easy Mode and Challenge Mode in ''VideoGame/PokemonBlack2AndWhite2'' merely change the opposing Pokemon's levels in most cases. There are a few isolated instances of non-numerical changes (usually Gym Leaders) but they're notoriously rare.

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* Easy Mode and Challenge Mode in ''VideoGame/PokemonBlack2AndWhite2'' fall into this for regular trainers, merely change the opposing Pokemon's levels in most cases. There are a few isolated instances of non-numerical changes (usually Gym Leaders) but they're notoriously rare.Leaders and the Elite Four avert this: each gets one Pokemon added to their team, re-done movesets and, in the case of the Elite Four, better held items.
27th May '16 6:38:58 PM Quanyails
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* ''[[VideoGame/{{Boktai}} Lunar Knights]]'' has this as well with its difficulty settings. Enemy levels (which determine stats and damage tolerances) will increase on higher difficulty levels (Normal < Hard < [[HarderThanHard Nightmare]]) by a percentage rather than a number. It doesn't seem like much at first, but everything inside the gates of New Culiacan onward is ''[[{{Cap}} level 99]]''! Beforehand, [[MagikarpPower Aaron]] states that he's going to protect Lucian during your trip through the city streets. If you chose to neglect the gunslinger and don't have anything resembling guarding skill, grinding is your only solution, as the damage from a Lv99 Hot Dog in EF weather is murder (And that's as weak as Flame attacks get, and you run into one in the first block to boot!).

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* ''[[VideoGame/{{Boktai}} Lunar Knights]]'' has this as well with its difficulty settings. Enemy levels (which determine stats and damage tolerances) will increase on higher difficulty levels (Normal < Hard < [[HarderThanHard Nightmare]]) by a percentage rather than a number. It doesn't seem like much at first, but everything inside the gates of New Culiacan onward is ''[[{{Cap}} level 99]]''! Beforehand, [[MagikarpPower Aaron]] states that he's going to protect Lucian during your trip through the city streets. If you chose to neglect the gunslinger and don't have anything resembling guarding skill, grinding is your only solution, as the damage from a Lv99 [=Lv99=] Hot Dog in EF weather is murder (And that's as weak as Flame attacks get, and you run into one in the first block to boot!).
27th May '16 6:38:33 PM Quanyails
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* Both played straight and averted in VideoGame/GalacticCivilizations: while the harder AIs do get numerical handouts in the form of free research, money and production (and vice versa, get penalties on lower ones), lower difficulties also deliberately hamstring the AIs decision-making routines to make them easier to outmanoeuvre. The AI opponents will [[YouSuck make it a point]] to mention in diplomatic chats if you're beating them by using strategies they recognize and are programmed to respond to, but whose responses are disabled in lower difficulties (such as massing troop transports near their planets just outside of the borders in preparation for war but without declaring it until you're ready. Full AIs will immediately start ramping up their defenses and/or declare war pre-emptively. Easy AIs will just sit there. And taunt your ass).

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* Both played straight and averted in VideoGame/GalacticCivilizations: ''VideoGame/GalacticCivilizations'': while the harder AIs do get numerical handouts in the form of free research, money and production (and vice versa, get penalties on lower ones), lower difficulties also deliberately hamstring the AIs decision-making routines to make them easier to outmanoeuvre. The AI opponents will [[YouSuck make it a point]] to mention in diplomatic chats if you're beating them by using strategies they recognize and are programmed to respond to, but whose responses are disabled in lower difficulties (such as massing troop transports near their planets just outside of the borders in preparation for war but without declaring it until you're ready. Full AIs will immediately start ramping up their defenses and/or declare war pre-emptively. Easy AIs will just sit there. And taunt your ass).
22nd May '16 1:12:45 PM billybobfred
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* ''VideoGame/TheWorldEndsWithYou'' has four difficulty settings, and the only difference that actually affects how hard the gameplay is, is the enemy stats. The other difference is what kind of loot they can drop, which gives players a ''reason'' to turn it all the way to [[HarderThanHard Ultimate]]. Since the difficulty can be switched at any time in the phone menu, and the game progression will eventually lead to everyone playing on Ultimate by default, there wasn't much point in distinguishing them further.
8th May '16 3:45:06 PM AnotherGamer
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* The "Crazy" difficulty setting of ''VideoGame/CastlevaniaLamentOfInnocence'' drastically decreases the amount of damage you can deal and sustain. Due to the game's movement and defense mechanics, this actually doesn't make the game any harder. It (along with other factors) just makes it take much, much longer.

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* The "Crazy" difficulty setting of ''VideoGame/CastlevaniaLamentOfInnocence'' ''VideoGame/CastlevaniaCurseOfDarkness'' drastically decreases the amount of damage you can deal and sustain. Due to the game's movement and defense mechanics, this actually doesn't make the game any harder. It (along with other factors) just makes it take much, much longer.
22nd Apr '16 11:20:43 AM BeerBaron
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* ''VideoGame/TheElderScrollsIVOblivion'' has a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has discrete difficulty levels instead of a slider:
*** ''Novice'' has you deal 2x damage and take 1/2 damage.
*** ''Apprentice'' has you deal 1.5x damage and take 2/3 damage.
*** ''Adept'' is the default setting with no modifiers.
*** ''Expert'' has you deal 2/3 damage and take 1.5x damage.
*** ''Master'' has you deal 1/2 damage and take 2x damage.
*** ''Legendary'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.
22nd Apr '16 11:20:31 AM BeerBaron
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* ''VideoGame/TheElderScrollsIVOblivion'' has a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has discrete difficulty levels instead of a slider:
*** ''Novice'' has you deal 2x damage and take 1/2 damage.
*** ''Apprentice'' has you deal 1.5x damage and take 2/3 damage.
*** ''Adept'' is the default setting with no modifiers.
*** ''Expert'' has you deal 2/3 damage and take 1.5x damage.
*** ''Master'' has you deal 1/2 damage and take 2x damage.
*** ''Legendary'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.
19th Feb '16 12:31:22 PM Kadorhal
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* ''VideoGame/GhostRecon: Future Soldier''[='=]s higher difficulties essentially do little more than apply a few different multipliers. The amount of damage a player can take before being incapacitated or dying is reduced as the difficulty increases, as is the number of times a player will be incapped before straight-up dying (from about 5 times on Recruit to essentially none on Elite). Conversely, bonus points added to the team's Ghost score at the end of a level will also be increased with higher difficulties (50 for Recruit, 75 for Veteran and 100 for Elite).
18th Feb '16 12:30:53 AM Kadorhal
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* ''VideoGame/SuperSmashBrosBrawl'''s adventure mode has a lot of this on the harder difficulty levels, with the vast majority of changes being purely statistical (enemies health goes up, more knockback, enemies flinch less, enemies attack faster and some rather odd ones such as trackballs losing energy faster, scrolling areas scrolling faster and keys breaking easier).

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* ''VideoGame/SuperSmashBrosBrawl'''s ''VideoGame/SuperSmashBros Brawl'''s adventure mode has a lot of this on the harder difficulty levels, with the vast majority of changes being purely statistical (enemies health goes up, more knockback, enemies flinch less, enemies attack faster and some rather odd ones such as trackballs losing energy faster, scrolling areas scrolling faster and keys breaking easier).



* Tanks in ''VideoGame/Left4Dead'' have 4000, 5000, 6000 or 8000 HP, depending on the difficulty level.

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* Tanks in ''VideoGame/Left4Dead'' have 4000, 5000, 6000 or 8000 HP, depending on the difficulty level. It and all the other Infected types also gradually deal more damage (usually starting around 10 damage per hit on Easy, either doubling once each for the higher two difficulties or increasing by 5 per difficulty) and take less from the players' weapons (only 75% damage on Hard and 50% on Expert) as the difficulty increases. Friendly fire damage is also increased, going from none, to 10%, to 50%, to full damage.



** ...At least in theory. ''UFO Defense'' has a broken difficulty algorithm, meaning that even if you pick Superhuman (the highest difficulty level), you're still playing on Beginner (the lowest). ''Terror From The Deep'' fixed this...by reversing it. Now, even if you pick Beginner, you're playing on Superhuman (most notable when fighting Aquatoids: they are far more accurate than they have any right to be). They finally got it right in ''Apocalypse'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).
*** Actually, it's a bit more complicated. UFO Defense's difficulty does scale, but is reset to Beginner on every save/load. The players and the developers went completely unaware of this for a long time so when the devs received complaints that the first game was too easy, they scaled Terror From The Deep's Beginner difficulty to UFO Defense's Superhuman (while still failing to fix the reset problem). And yes, that does mean you can theoretically play TFTD on double Superhuman as long as you set the difficulty back to highest every time you save or load your game. It's terrifying.

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** ...At least in theory. ''UFO Defense'' has a broken difficulty algorithm, meaning that bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're still suddenly playing on Beginner (the lowest). Both devs and fans went completely unaware of the bug for a long time, so when the devs received complaints that Superhuman difficulty was too easy, they essentially reversed the issue by scaling ''Terror From The Deep'' fixed this...by reversing it. Now, even if you pick Beginner, you're playing on Superhuman (most notable when fighting Aquatoids: they are far more accurate than they have any right Deep''[='=]s Beginning difficulty to be). the original's Superhuman. Incidentally, this allows one who is aware of the difficulty-reset bug to essentially play a [[HarderThanHard double-Superhuman]] mode in ''TFTD'', which is exactly as terrifying as it sounds. They finally got it right in ''Apocalypse'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).
*** Actually, it's a bit more complicated. UFO Defense's difficulty does scale, but is reset to Beginner on every save/load. The players and the developers went completely unaware of this for a long time so when the devs received complaints that the first game was too easy, they scaled Terror From The Deep's Beginner difficulty to UFO Defense's Superhuman (while still failing to fix the reset problem). And yes, that does mean you can theoretically play TFTD on double Superhuman as long as you set the difficulty back to highest every time you save or load your game. It's terrifying.
difficulty).



* Hard mode in ''VideoGame/MegaManBattleNetwork 2'' just gives enemies extra HP and does extra damage. This is one example where the game isn't particularly harder, as Battle Network combat (at least at the high end you need to be familiar with to unlock hardmode) is based heavily on dodging foes and using powerful combos (that for the most part, are overkill) that take opponents out quick.
* ''VideoGame/KnightsOfTheOldRepublic'' is a standard less damage/more damage
** As does ''VideoGame/NeverwinterNights'', which also turns friendly fire back on in Hard mode.

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* Hard mode in ''VideoGame/MegaManBattleNetwork 2'' just gives enemies extra HP and does extra damage.more damage per attack. This is one example where the game isn't particularly harder, as Battle Network combat (at least at the high end you need to be familiar with to unlock hardmode) is based heavily on dodging foes and using powerful combos (that for the most part, are overkill) that take opponents out quick.
* ''VideoGame/KnightsOfTheOldRepublic'' is a standard less damage/more damage
** As does
damage, though also with the addition of gaining more or less experience depending on the difficulty.
* Same for
''VideoGame/NeverwinterNights'', which also turns friendly fire back on in Hard mode.
30th Nov '15 12:59:11 AM SuperBlah
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** ''VideoGame/HyruleWarriors'' follows this pattern for the most part, but averts the trope in Network Links. Before you reach level 100, Network Link battles far above your level will include general clones in place of most or all enemy officers.
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