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* ''IcewindDale'' has the "Heary of Fury" mode built into the "Heart of Winter" expansion - all enemies have massive hit point and damage boosts but are worth far more XP. Downside is surviving your first encounter - a single goblin can tear your entire party to shreds unless you get lucky.

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* ''IcewindDale'' has the "Heary "Heart of Fury" mode built into the "Heart of Winter" expansion - all enemies have massive hit point and damage boosts but are worth far more XP. Downside is surviving your first encounter - a single goblin can tear your entire party to shreds unless you get lucky.
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** Some (though not all) of this is because the original version of the game released for the SNES in the US was actually based on the Japanese 'easymode' version, while the DS version was based on the original. Of course, that just means that this trope was in effect even earlier, with the Japanese normal and easymode versions showing many such numerical differences (in addition to many other changes, but most of the difficulty differences came from numbers.)
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* Made crueler in ''{{Disgaea 3}}'' by giving enemies a 1% increase to their stats for every level they would be gaining in excess of 9999.

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* ** Made crueler in ''{{Disgaea 3}}'' by giving enemies a 1% an increase to their stats for every level they would based on how many levels they'd be gaining in excess of 9999.
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* Made crueler in ''{{Disgaea 3}}'' by giving enemies a 1% increase to their stats for every level they would be gaining in excess of 9999.
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** YourMileageMayVary: You also level up faster, characters can learn new abilities via "augments", the Bahamut summon is much more powerful (it's now functionally equivalent to the Meteor spell, MP cost included), and several party members' formerly useless special abilities are actually useful. In some ways, the DS version of this game is easier than the original.

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* In the Wiiware version of ''CaveStory'', enemy attacks in Easy Mode do only half the damage they do in Normal. And Hard Mode is Normal Mode, with all (but one) of the HeartContainers removed--basically a forced NoDamageRun in the later levels.

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* In the Wiiware version of ''CaveStory'', enemy attacks in Easy Mode do only half the damage they do in Normal. And Hard Mode is Normal Mode, with all (but one) of the HeartContainers removed--basically {{Heart Container}}s removed--making you a forced NoDamageRun in OneHitpointWonder is many of the later levels.
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* In the Wiiware version of ''CaveStory'', enemy attacks in Easy Mode do only half the damage they do in Normal. And Hard Mode is Normal Mode, with all (but one) of the HeartContainers removed--basically a forced NoDamageRun in the later levels.
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There are a lot of non-numerical differences in heroic modes


* Subverted (perhaps inadvertently) in ''WorldOfWarcraft''. Normal difficulty dungeons are tuned for a specific level range. Heroic difficulty 5-man dungeons adjust enemies' stats to provide a challenge for players at maximum level. However, players at max level are continuing to improve their gear through raiding and emblems while these heroic enemies stay at the same strength. Combined with generally greater dungeon experience among max level players, this makes heroic 5-mans easier than normal ones.
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* The ''{{FreeSpace}}'' series does this, but for an absolutely staggering number of variables--enemy agility, weapon/afterburner recharge rates for players and enemies, delays between AI actions, AI firing rates, even the number of targets a warship can engage at one time. The result is that the difference between different DifficultyLevels is ''very'' dramatic.
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* Things that are examples: On hard, enemies do more 50% more damage and take 50% less and drop less ammo.

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* Things that are examples: On hard, enemies do more 50% more damage and take 50% less and drop less ammo.ammo, but fight you the same way as they did before.
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** Averted in 2000 and later. You do start with less money, but there are other changes as well. In Sim City 2000 on Easy, for example, Sim Nation's economy is constantly booming.
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* In ''Minecraft'', the only thing that changes between the 3 difficulty levels(disregarding Peaceful) is the amount of damage hostile monsters do. Don't get ambushed by a Creeper on Hard with no armor.

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* In ''Minecraft'', ''{{Minecraft}}'', the only thing that changes between the 3 difficulty levels(disregarding Peaceful) is the amount of damage hostile monsters do. Don't get ambushed by a Creeper on Hard with no armor.
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Adding Minecraft, whose difficulty falls under this.



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* In ''Minecraft'', the only thing that changes between the 3 difficulty levels(disregarding Peaceful) is the amount of damage hostile monsters do. Don't get ambushed by a Creeper on Hard with no armor.

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* The only effect difficulty has in ''CommandAndConquer: Renegade'' is that it increases enemy health, reduces your own, and makes ammo drops less frequent.



* Several ''CommandAndConquer'' games use this method, altering unit hitpoints, speed, weapon range, firepower, reload rate, cost and build times based on the difficulty level the player chooses. The level of variation can actually be altered by any Red Alert player who has and uses a "rules.ini" file for the game.

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* Several ''CommandAndConquer'' games use this method, altering unit hitpoints, speed, weapon range, firepower, reload rate, cost specs and build times costs based on the difficulty level the player chooses. chooses.
**
The level of variation can actually be altered by any ''CommandAndConquer: Red Alert Alert'' player who has and uses a "rules.ini" file for the game.
** The only effect difficulty has in ''CommandAndConquer: Renegade'' is that it increases enemy health, reduces your own, and makes ammo drops less frequent.
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** This is explicit to the player in Civ IV by noting the AI Civs are set to Noble level when the player is setting up the game.

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** This is explicit to the player in Civ IV by noting the AI Civs are set to Noble level when giving the player is setting up the game.difficulty options during game setup.



* Several ''Command&Conquer'' games use this method, altering unit hitpoints, speed, weapon range, firepower, reload rate, cost and build times based on the difficulty level the player chooses. The level of variation can actually be altered by any Red Alert player who has and uses a "rules.ini" file for the game.

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* Several ''Command&Conquer'' ''CommandAndConquer'' games use this method, altering unit hitpoints, speed, weapon range, firepower, reload rate, cost and build times based on the difficulty level the player chooses. The level of variation can actually be altered by any Red Alert player who has and uses a "rules.ini" file for the game.
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Add in a C&C Red Alert example

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** This is explicit to the player in Civ IV by noting the AI Civs are set to Noble level when the player is setting up the game.


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* Several ''Command&Conquer'' games use this method, altering unit hitpoints, speed, weapon range, firepower, reload rate, cost and build times based on the difficulty level the player chooses. The level of variation can actually be altered by any Red Alert player who has and uses a "rules.ini" file for the game.
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* ''{{Disgaea}}'', and almost all NipponIchi games, have the option to increase enemy levels, which does so using NumericalHard math -- NIS NumericalHard math, that is. (Read: [[OhCrap Logarithmically]].) In some Disgaea games, there are even special bonus maps that increase the difficulty even further -- the Land of Carnage Item World, for example, gives everything found inside a ''1000% boost''.
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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. Some games also increase the rewards you receive, which in games with ExperiencePoints can sometimes result in [[NonIndicativeMode Hard Difficulties becoming substantially ''easier'']] once you get past the hellish first areas.

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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. Some games also increase the rewards you receive, which in games with ExperiencePoints can sometimes result in [[NonIndicativeMode [[NonIndicativeDifficulty Hard Difficulties becoming substantially ''easier'']] once you get past the hellish first areas.
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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. Some games also increase the rewards you receive, which in games with ExperiencePoints can sometimes result in Hard Difficulties becoming substantially ''easier'' once you get past the hellish first areas.

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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. Some games also increase the rewards you receive, which in games with ExperiencePoints can sometimes result in [[NonIndicativeMode Hard Difficulties becoming substantially ''easier'' ''easier'']] once you get past the hellish first areas.
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* In ''FinalFantasyTacticsA2'', the difference between Normal and Hard is simply a moderate increase in the damage enemy attacks do.
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* Hard mode lvl 1 cap for two of the "[[CastlevaniaOrderOfEcclesia more]]" "[[CastlevaniaPortraitOfRuin recent]]" Castlevania games definitely counts: "[[DemonicSpider die in two hits from]]" "[[GoddamnedBats bats]]"? Check, game gets easier as you get farther in? Check

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* Hard mode lvl 1 cap for two of the "[[CastlevaniaOrderOfEcclesia more]]" "[[CastlevaniaPortraitOfRuin recent]]" [[CastlevaniaOrderOfEcclesia more]] [[CastlevaniaPortraitOfRuin recent]] Castlevania games definitely counts: "[[DemonicSpider [[DemonicSpider die in two hits from]]" "[[GoddamnedBats bats]]"? from]] [[GoddamnedBats bats]]? Check, game gets easier as you get farther in? Check
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* Hard mode lvl 1 cap for two of the "[[CastlevaniaOrderOfEcclesia more]]" "[[CastlevaniaPortraitOfRuin]]" Castlevania games definitely counts: "[[DemonicSpider die in two hits from]]" "[[GoddamnedBats bats]]"? Check, game gets easier as you get farther in? Check

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* Hard mode lvl 1 cap for two of the "[[CastlevaniaOrderOfEcclesia more]]" "[[CastlevaniaPortraitOfRuin]]" "[[CastlevaniaPortraitOfRuin recent]]" Castlevania games definitely counts: "[[DemonicSpider die in two hits from]]" "[[GoddamnedBats bats]]"? Check, game gets easier as you get farther in? Check
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* Hard mode lvl 1 cap for two of the "[[CastlevaniaOrderOfEcclesia more]]" "[[CastlevaniaPortraitOfRuin]]" Castlevania games definitely counts: "[[DemonicSpider die in two hits from]]" "[[GoddamnedBats bats]]"? Check, game gets easier as you get farther in? Check
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* ''LunarKnights'' 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 let this troper warn you that 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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* ''LunarKnights'' 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 let this troper warn you that 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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** In the other hand, some enemies (Most notably bosses) also get new attacks, so it's only a partial example.
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** They changed this up in Mass Effect 2, however, where [[HarderThanHard insanity]] mode gives pretty much any enemy in the game the power to tear you to shreds from full health in a matter of seconds. Of course, this is again just a numerical increase in enemy damage with no significant changes to the AI.

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** They changed this up in Mass ''Mass Effect 2, 2'', however, where [[HarderThanHard insanity]] mode gives pretty much any enemy in the game the power to tear you to shreds from full health in a matter of seconds. Of course, this is again just a numerical increase in enemy damage with no significant changes to the AI.



* ''FinalFantasyIV'' as remade for the NintendoDS is widely considered the most hellishly difficult version of the game, and the different stats are part of the reason why. Most enemies--including bosses--have had their HP jacked sky-high (Odin's and the Behemoths' HP has doubled, as has most of the enemies' HP; the Trap Door's HP has tripled; Red Dragons and the [[ThatOneBoss Demon Wall]] have had their HP almost ''quadrupled'', and at least one enemy has gone from "[[TheGoomba complete non-issue]]" to "[[DemonicSpider nightmare]]" due to a '''2000%''' HP increase) and, just to rub salt in the wound, most enemies have had their dropped gil slashed drastically--some reduced by much as ''95%''--just to make your life harder. Also, Rydia's offensive spells and summons? Cost more MP--Leviathan's gone from 50MP to 75, and Bahamut from 60 to 99.

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* ''FinalFantasyIV'' as remade for the NintendoDS is widely considered the most hellishly difficult version of the game, and the different stats are part of the reason why. Most enemies--including bosses--have had their HP jacked sky-high (Odin's and the Behemoths' HP has doubled, as has most of the enemies' HP; the Trap Door's HP has tripled; Red Dragons and the [[ThatOneBoss Demon Wall]] have had their HP almost ''quadrupled'', and at least one enemy has gone from "[[TheGoomba complete non-issue]]" to "[[DemonicSpider nightmare]]" due to a '''2000%''' HP increase) and, just to rub salt in the wound, most enemies have had their dropped gil slashed drastically--some reduced by much as ''95%''--just to make your life harder. Also, Rydia's offensive spells and summons? Cost [[SummonMagic summons]] cost more MP--Leviathan's gone from 50MP to 75, and Bahamut from 60 to 99.



* The "Crazy" difficulty setting of ''CastlevaniaLamentOfInnocence'' drastically descreases 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 ''CastlevaniaLamentOfInnocence'' drastically descreases 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.



* [[PhantasyStarOnline Phantasy Star Online]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.

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* [[PhantasyStarOnline Phantasy Star Online]] ''PhantasyStarOnline'' plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.
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* [[PhantastStarOnline]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.

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* [[PhantastStarOnline]] [[PhantasyStarOnline Phantasy Star Online]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.
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* [[FantastStarOnline]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.

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* [[FantastStarOnline]] [[PhantastStarOnline]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.
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* [[FantastStarOnline]] plays this straight on Hard and Very Hard modes, giving monsters absurd amounts of HP, damage and elemental resistances, but retaining everything else except the items dropped. Ultimate mode averts this, however, by replacing most monsters with similar versions that might move faster, cast different spells, cause status ailments, or a number of other things.

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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. However, it may be excusable then if they give off more points when killed, if you are in a type of game that keeps score.

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DifficultyLevels that merely change some statistics of the player/enemy. This sometimes runs into the issue that it doesn't actually make the game any harder; for example if enemies have more health, they might just take longer to kill. However, it may be excusable then if they give off more points when killed, if Some games also increase the rewards you are receive, which in a type of game that keeps score.
games with ExperiencePoints can sometimes result in Hard Difficulties becoming substantially ''easier'' once you get past the hellish first areas.


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* ''[[TalesSeries Tales]]'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.
* The only effect difficulty has in ''CommandAndConquer: Renegade'' is that it increases enemy health, reduces your own, and makes ammo drops less frequent.

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