I can't edit my first post anymore apparently so here's my thoughts on this and some more responses.
What does make the game to easy to you?
Don't know... Everything? Too many hours spent in Deepest Dark mod. After this vanilla is a cakewalk. Escape button, for example. First thing i removed, when started to mod game for myself.
Old as hell I know but there's people here that played my mod before I discontinued it because I had enough of Red Hook's nonsense? I did a decent job of making the game Red Hook said they'd make but didn't, I'd have only had 25 hours max otherwise and 20 of that was grinding through trivial content in the hopes it'd get better otherwise and instead had... much more than that. But I was still working within a painfully narrow and confined system. Entire mechanics flat out could not be relevant without full systemic overhauls, which were well beyond the scope of what any mod could manage. I could make the game about more than just damage but only so much more. That and Red Hook decided they'd be an indie Bethesda and release some lazy half assed thing then expect the modders will fix it. They also spoke repeatedly of paid mods and DLC after release before they started becoming a lightning rod even with their main modder telling them how terrible an idea that was, and most of the other modders being barely capable of keeping their mods functional. But then the devs themselves only very recently fixed a Day 1 AI bug in which a single wrong word in a plain text document made an entire enemy attack never get used, and their iconic "Darkest Dungeon"'s signature trait is that you can't retreat. But as Reinhardt points out, that's nothing really. I replaced the retreat button with a single black pixel in March. Boom, no more retreat in Deepest Dark (or in any mod that figured out how I did it). Anywhere. They're bragging about a lesser version of that, combined with a game mechanics set that won't kill anyone with a clue or make them run. I should go make a six million dollar game now, if game defining features are that easy. No seriously. That's not a big deal for a lowly modder so I have no idea why they're so full of themselves over it.
Stuff about noble yet ultimately failed mod attempts at saving this game aside...
The devs just have no idea what they are doing. They say their vision is a hardcore Roguelike about making difficult decisions. Hardcore is used as a synonym for challenge, which it's always lacked and anyone around in Feburary, as well as the smart people finding the game more recently instantly see this and post histories reflect it. There's no such thing as a Roguelike or Roguelite without a fail state or randomness that influences decision making. And what difficult decisions? Mechanically, the best and worst choices are both very obvious. Thematically, the chance of something bad happening is low, and the odds you don't see it coming is lower, and the complete lack of any time pressure or urgency just means you take the very safe and grindy approach and get out of that situation of it somehow does escalate that far. Oh and if you ever want a laugh go propose that this game have a fail state on Steam and watch people, even those fake hardcore guys rally against it because this game is "longer than hardcore Roguelikes like FTL" or something. Without that, you think in terms of resources and grind, and a living character of > level 0 requires more grind than redoing one quest. Unless some asshole modder removes the retreat button, but I'm talking about vanilla. I mention this because they really do still believe they are sticking with that vision even though they quite obviously are moving further and further away from it, and confusing tedium with difficulty along the way which is a fine way of pissing off players of any game time and skill level. Corpses are a fine example of this. Their reasoning for how corpses add difficulty really showcases the extreme dissonance of the developers, the massive logical faults, and the complete lack of understanding of their own game. It's really very simple. If you're just there you don't make the game harder. If you do something, you might make the game harder. Make those corpses explode, reanimate, or become food for a Ghoul/Large Corpse Eater and we'll talk. Make the living enemies stronger/smarter in some way and we'll talk. Take the corpse mechanic exactly as it exists now, but instead of a slain enemy dropping a corpse on death it shapechanges giving you multiform enemies and shapechanging enemies and fights that change based on kill order... They could have made something legitimately interesting and challenging out of the corpse mechanic, but they were never very imaginative.
Every decision they make reflects the fact they're drunken idiots throwing darts around, and none of it considers community feedback from any portion of the community. Hell, the biggest thing that can be considered "community driven change" is when corpses became optional (and heart attacks got thrown in the same boat at some point). That didn't happen because of the community being ticked about it though, it happened because Jim Sterling gave them a nice negative article for it. About the only thing this company does do well is advertising/promoting/marketing, so get an important person giving them negative attention and they suddenly start caring whereas they didn't care at all before no matter how many of their normal users were unhappy or how experienced they were. Because we're not money anymore, but lost future sales are. And that can only be considered community driven change if you consider me personally alerting him of this (and many other more serious problems with the developers like that censorship) as being the work of a community. If it weren't for Jim Sterling they'd still be "ignoring salt", making increasingly erratic changes, and would somehow have an even bigger ego than you see here.
https://www.youtube.com/watch?v=6SocYES9hj8
But hey it's ok because they can just put the game on sale twice a month, constantly advertise on social media, and get some more chumps off the stagecoach. That's what they think, anyways.
Couldnt agree more guys, I played an early build about 6 months ago which was simply fun and was really psyched about this game but then they started going to tweaking things... I am begining to think that the true mark of a professional isnt what they put into a game but what they decided to cut out when they see it doesnt work despite personnal preferences or agendas
This game reeks of hardcore wannabe status with X-Com dreams, the corpse system is simply hideous and the current madness mechanics of heart attacks and losing your characters to a couple of bad decisions simply sucked the fun out of this. Right now it reeks of rookie developers doing their best to have the game cator to their views instead of the audience, some people can do it like Kojima or Miyasaki but not these suckers
Gregory House rule - You can only be an asshole if you're right. They're not right, but you are. These devs do have past games but none are really anything impressive, and if you look around a little more you find that Tyler Sigman actually has a reputation for lazy, uninspired, uninteresting design. If he could not hide that behind the interesting art of his partner Tyler Sigman, and the compelling, yet out of place narrative of Wayne June (who I feel really bad for, since he's most likely a good guy associated with the wrong people) this game would not look impressive or memorable at all and if it weren't for the massive amount of videos about the game prerelease it wouldn't even be forgettable, it'd just be unknown as even diehard fans of the genre often didn't know this game existed before the video campaign.