Crowd control is a completely distinct combat mechanic from single enemy combat. Introducing more complex combat mechanics to allow the player to deal with multiple enemies and mixed types of enemies is precisely the kind of difficulty scaling I want to see.
Sure. My point is just scaling the enemies is often uninteresting. Like if I’m already fighting a bunch of orcs, adding more isn’t likely to be more difficult, however, adding different kinds of orcs in the mix would make it more difficult (e.g. instead of just melee, add in ranged and mounted orcs). The variety of inputs is interesting, not the quantity.
Fighting two bosses simultaneously is interesting because they’ll have different movesets that combine in interesting ways, whereas fighting the same boss back to back isn’t interesting, it’s just a slog.
Then again, quantity can be interesting if it forces you to account for it in your build, it kind of depends on the game itself.
Crowd control is a completely distinct combat mechanic from single enemy combat. Introducing more complex combat mechanics to allow the player to deal with multiple enemies and mixed types of enemies is precisely the kind of difficulty scaling I want to see.
Sure. My point is just scaling the enemies is often uninteresting. Like if I’m already fighting a bunch of orcs, adding more isn’t likely to be more difficult, however, adding different kinds of orcs in the mix would make it more difficult (e.g. instead of just melee, add in ranged and mounted orcs). The variety of inputs is interesting, not the quantity.
Fighting two bosses simultaneously is interesting because they’ll have different movesets that combine in interesting ways, whereas fighting the same boss back to back isn’t interesting, it’s just a slog.
Then again, quantity can be interesting if it forces you to account for it in your build, it kind of depends on the game itself.