History Main / NumericalHard

26th Apr '17 2:11:11 PM Az0riusG4m3r
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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.

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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP MP, or [[PsychicPowers PSI]], bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.
23rd Apr '17 5:17:06 PM nombretomado
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* ''Franchise/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.

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* ''Franchise/{{Tales|Series}}'' ''VideoGame/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.
9th Mar '17 11:15:03 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.

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* ''VideoGame/TheElderScrollsIVOblivion'' has ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' have
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.
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*** ''Legendary'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.

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*** ''Legendary'' ''[[HarderThanHard Legendary]]'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.
25th Jan '17 4:27:37 AM KBABZ
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* Happens in Challenge mode of every ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead enemies easier to amass. However, you'll need the money to buy new versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in the first playthrough and brought them then). It generally means the game is harder in the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.

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* Happens in Challenge mode of every The ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead games which have difficulty options feature this, where enemies easier to amass. However, you'll need will simply deal more damage and have more health, and your weapons earn less XP per kill. Starting with ''[[VideoGame/RatchetAndClankIntoTheNexus Into the money Nexus]]'', enemies will also run faster, attack faster, and their gun shots will travel more quickly.
** Also occurs from the second game onward in [[NewGamePlus Challenge Mode]], where enemies have even more damage and lots more health, to the point where you can empty entire weapons to no effect and then [[CurbStompBattle get killed in one hit]]. To keep up you have
to buy new Mega versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in buy the first playthrough and brought them then). It generally means best armour in the game is harder in (both of which are super-expensive, however the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.Bolt Multiplier makes up for it).
8th Nov '16 6:24:38 PM seajaycj
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* In ''VideoGame/DarkSouls'', ''NewGamePlus'' enemies have more HP and hit harder. This is averted in ''VideoGame/DarkSoulsII'', which adds new enemies and encounters in NG+, but not in ''VideoGame/DarkSoulsIII''.
20th Aug '16 4:48:17 AM Gosicrystal
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[[folder:Sports]]
* In ''VideoGame/ArcStyleBaseball3D'', turning up the difficulty from Normal to Hard sums up as turning up the speed of the opposing pitcher's pitches. At the very least, that's the main obvious difference.
[[/folder]]
9th Aug '16 9:46:53 AM Ripburger
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* ''VideoGame/XCom'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're 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''[='=]s Beginning difficulty to 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).

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* ''VideoGame/XCom'' ''[[{{VideoGame/XCOM}} X-COM]]'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' ''[[VideoGame/XCOMUFODefense UFO Defense]]'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're 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 ''[[VideoGame/XCOMTerrorFromTheDeep Terror From The Deep''[='=]s Deep]]''[='=]s Beginning difficulty to 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'' ''[[VideoGame/XCOMApocalypse 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).
30th Jul '16 4:49:38 PM nombretomado
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* ''DarkSun'' video games had a difficulty slider, which only affected enemies' HP, about 10% per step. The sound effects that accompanied moving the slider deserve mentioning: "Make way for the queen's garbage!" for "easy", a human shriek for "balanced", "Die!" for "hard" and a rampager's roar for "hideous".

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* ''DarkSun'' ''TabletopGame/DarkSun'' video games had a difficulty slider, which only affected enemies' HP, about 10% per step. The sound effects that accompanied moving the slider deserve mentioning: "Make way for the queen's garbage!" for "easy", a human shriek for "balanced", "Die!" for "hard" and a rampager's roar for "hideous".
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!).
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