

In Mirage, the minions are just as dangerous as the bosses and that's a big adjustment coming straight from Polaris. Vanessa Mythdust on wrote:I finished Mirage in its entirety earlier this week, and although I welcome the change in difficulty, I think the steep increase in mob difficulty will drive away many casual players. I'm glad that some people are enjoying the world the way it is now, but I just want to make sure KingsIsle doesn't alienate their casual players. Difficulty should be a ladder with multiple steps over time, not a steep mountain. I think where the frustration comes in is the sudden change in street battles.

Most of Mirage's bosses only have minor cheats (not unlike Polaris). I've seen some players say that the cheating bosses are the problem, but I truly do think it's just the mobs. We want to invite people in, not scare them away. There are A LOT of mob battles in Mirage and if people are getting frustrated by the difficulty, the game as a whole suffers. In my opinion, it all happened too suddenly and casual players are the ones who suffer. I think it's wonderful that mobs are capable of playing this "smart," but I think that should have been an eventual change. They're deadly and can strike incredibly fast. On top of that, they readily have shadow pips at their disposal, use enchanted spells, and can stack buffs. We went from 3,000-6,000 health to 8,000 and 9,000 in the span of one world. I agree that the mobs needed to be more challenging in Mirage, but the jump is so drastic. In Polaris, mobs for the most part were in the 3,000-6,000 health range and weren't that big of a threat. I finished Mirage in its entirety earlier this week, and although I welcome the change in difficulty, I think the steep increase in mob difficulty will drive away many casual players.
