2015-01-16, 04:09 PM
Let me have a guess on how the difficulty patch works:
Basically, each enemy AI obtains tons of items (i.e those life/STR/INT/etc potions, as well as monster class change items) and it depends on the AI on how it distributes the potions to its units. The more further into the game, the more items the AI obtains.
I'm on year 217 and I'm seeing crazy amounts of changes in the enemy commanders and monsters alike; almost all enemy Rune Knights have 6-7 Rune Area, with almost all magic-type rune knights having +500 HP and +400 MP even at low levels; my enemy Millet had 350 RP, 6 RA, and enough mana to cast Geno-frost three times even with her low level. Zemeckis hits like a truck, and for some reason the AI keeps pumping up Meleagant's AGI to the extent that my Lv20 fighters can barely hit him.
It looks and feels unnatural, but the added difficulty has grown on me. I'm beginning to like this.
Basically, each enemy AI obtains tons of items (i.e those life/STR/INT/etc potions, as well as monster class change items) and it depends on the AI on how it distributes the potions to its units. The more further into the game, the more items the AI obtains.
I'm on year 217 and I'm seeing crazy amounts of changes in the enemy commanders and monsters alike; almost all enemy Rune Knights have 6-7 Rune Area, with almost all magic-type rune knights having +500 HP and +400 MP even at low levels; my enemy Millet had 350 RP, 6 RA, and enough mana to cast Geno-frost three times even with her low level. Zemeckis hits like a truck, and for some reason the AI keeps pumping up Meleagant's AGI to the extent that my Lv20 fighters can barely hit him.
It looks and feels unnatural, but the added difficulty has grown on me. I'm beginning to like this.