» Sun Jun 17, 2012 12:02 am
A Harder difficulty won't work, it'll just piss people off.
Really, on Master the DT/DD ratio is already 2/0.5, do we really want to up that to 4/0.25? Sure, it'll make the game harder, but the difficulty won't be meaningful.
What we really need, is enemies with more developed abilities. Just as a base example, No enemy in Skyrim has an appreciable level of Armor, since no enemy in Skyrim has skill in armor. Giving enemies armor ratings appropriate for their intended difficulty would bump the challenge up across all difficulties, but obviously Master and Expert would have the most noticeable impact. Benchmarks for armor ratings based on the PC's armor restrictions would be:
[Highest level variants]
NPC in Full Steel Plate: ~350
NPC in Full Scaled: ~225
NPC in Full Ebony: ~500
Dwemer Centurion: 567+
Dwemer Sphere: 150~250
Falmer (Fully armored) ~280
The idea is that on average, a well-armored enemy should take roughly twice as long to kill, while Monsters and generic creatures remain mostly unaffected, with the obvious exception of Armored Falmer and Dwemer Constructs, which are basically moving armor. Very rare, and exotic high-level enemies in high-end Armor like Ebony would approach the Damage Reduction threshold, but Skyrim did a good job of making most high-level armors quite rare to find on NPCs. (Exception seemingly being mercenaries, who all went to the Ebony Store apparently).
NPCs work out pretty easily here. Simply giving them skill appropriate to their level in their armor of choice should naturally scale their difficulty up appropriately, for some of the deadlier high-end enemies, adding an armor perk or two would suffice, to increase the gap between Chief and Fodder. Creatures would require special abilities being written into them I'd imagine, making scaling them with variants (Falmer Shadowmaster versus stock Falmer for example) a bit more irritating.
Another option is enhance the abilities enemies can use, making a lot of creatures in the game exceedingly dangerous in dynamic ways. Dragons for example, having access to their standard Breath Strafe while airborn, but on the Ground, they'll attempt to utilize much more dangerous shouts, such as Ice Form for Frost Dragons, Storm Call for Ancients, and Marked For Death with Elders.
In that same line, Spellcasters using more spells instead of Destruction. Illusion as a school is probably out of the question besides Invisible, given the nature of magic being used on the player, but spells like Paralyze and Grand Healing could make that Bandit Shaman the single most dangerous target in the fort, by supporting his allies and being even a threat to the Infinium spammers. Dragon Priests should also probably be able to shout... Of course, they might just be hard enough if the AI lockups were fixed.
"Instant Win" buttons like Marked for Death probably need to be fixed too. No matter what difficulty you have it on, Marked For Death a few times turns every encounter into a 1punch KO on Master.