Why Is Everyone So Afraid Of Challenge?

You character get killed? So what, work on it and make it stronger.
Analyze what happened and be prepared next time for it.

ToS in particular is actually a good starting point to check your character, how strong you are and what need to be changed.

There is alot of RNG as well, some of it should be tuned and balanced better sure.

But its a good thing the game is challenging.

Would Elden Ring be enjoyable without deaths? Probably not because you would not even remember the encounters or the level design if you would just rush to the end line without any sort of challenge.

Challenge is what drives the emotions, playing a game while the brain is at 5% capacity, having ultra save and easy mechanics and not be afraid of anything in the game is a bad game design.

Im 100% sure majority of people would be able complete the hardest content in most games if they would focus on problem solving rather than complaining.

In that regard i hope the developers see all the aspects, and the fact that there are more people out there who enjoying the challenge.
Last edited by Phorsix#8434 on Jan 13, 2025, 10:54:58 AM
Last bumped on Jan 13, 2025, 12:18:17 PM
there is a slight difference between afraid and cheap mechanic design
Last edited by SolusiRadikal#3269 on Jan 13, 2025, 11:00:23 AM
There is a fine line between challenging and tedious/unfun. I have zero issues with the boss fights and learning mechanics. It’s the 1 shots, ground clutter and time sink of massive maps full of debris that take away any fun and make the game feel like I’m wasting my time.

Your very first line is true for the campaign, but that instantly changes in maps. Obviously they mentioned adding more portals to boss fights, which is s good move as it builds off the campaign allowing you to learn the fights. Unless you are screen recording and rewatch it in slow motion you don’t learn anything from map deaths.
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Phorsix#8434 wrote:
You character get killed? So what, work on it and make it stronger.
Analyze what happened and be prepared next time for it.

ToS in particular is actually a good starting point to check you character, how strong you are and what need to be changed.

There is alot of RNG as well, some of it should be tuned and balanced better sure.

But its a good thing the game is challenging.

Would Elden Ring be enjoyable without deaths? Probably not because you would not even remember the encounters or the level design if you would just rush to the end line without any sort of challenge.

Challenge is what drives the emotions, playing a game while the brain is at 5% capacity, having ultra save and easy mechanics and not be afraid of anything in the game is a bad game design.

Im 100% sure majority of people would be able complete the hardest content in most games if they would focus on problem solving rather than complaining.

In that regard i hope the developers see all the aspects, and the fact that there are more people out there who enjoying the challenge.


How would you analyze what happened, if you have no idea what happened?

This is the crux of the issue. Just for example, using a poe1 issue. You go I to an unid map. Use a spell and instantly die. Now, you or I may say well I guess the mobs had reflect and you died, but to newer players they have 0 idea.

Now using poe2, you go into a map, start using flashy are clear spells and then all of a sudden you die.

No recap of what hit you, just you dead.

Now, what killed you? Was it a corpse explosion? A small white mobile you didn't see? A reflected projectile off a eternal knight?

Who knows, cuz if you didn't see it you have no idea. Now if you had a "second life" I could go back in and now approach that area slowly to see what is happening and get more info.


This is exactly what I have been doing now only I've been pause quiting when I get low and don't know what is going on. I reenter the map and get back to that spot koly Now I'm very cautious and get much more info, like oh damn look I didn't see this x or y thing.
Things like that can be changed/tuned without removing the actual challenge.

I have the feeling, people rather see its easier to complain, demand changes to remove the challenge completely so they dont need to deal with the actual problem solving.

Like managing the own character properly.
Most players aren't afraid of challenge, they're annoyed that the game is designed in such a way that the only way to be successful is to abuse mechanics such that there isn't any.

The current design discourages players from taking any risks that would make the game more challenging by punishing them for overextending far more than the reward for doing it right.

Much of the reason they abandoned balancing the broken builds is because they know if they did much of the current 'git gud' crowd would start crying their eyes out over the same mechanics once they can't abuse a broken build they copied from the internet to loloneshot entire maps and bosses.
Sometimes you have no idea what the heck killed you.

With that in mind how do you improve? Is it chaos damage, is it build related, did I get body blocked, is it off screen meteor from the lost-men, did I not move my mouse 2 cm to the left to avoid the hit? Oops I disconnected and crashed on the citadel map boss fight and loss my map - I guess I better 'git gud'.

Agreed with a lot of folks of 'challenge' vs 'cheap' design.
Combat log would be a nice addition to the game where you can see what damaged you by how much und killed you in the end.

I think combat log is a must. It would be a huge benefit.
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Most of the time you have no idea what the heck killed you.


I just fixed your sentence, you are welcome

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