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Poll

Friday Poll – Difficulty & Balance

  • Keep the difficulty as it is now 🙂 76
  • Slightly buff early enemies (Solitude / Willo’wisk) ⚔️ 20
  • New enemies should be harder❌ 8
  • New enemies should be easier ✅ 28
  • 2026-01-03
  • 132 votes
{'title': 'Friday Poll – Difficulty & Balance', 'choices': [{'text': 'Keep the difficulty as it is now 🙂', 'votes': 76}, {'text': 'Slightly buff early enemies (Solitude / Willo’wisk) ⚔️', 'votes': 20}, {'text': 'New enemies should be harder❌', 'votes': 8}, {'text': 'New enemies should be easier ✅', 'votes': 28}], 'closes_at': None, 'created_at': datetime.datetime(2026, 1, 3, 5, 35, 43, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 132}

Content

For the second Friday Poll of this week, I’d like to talk about difficulty and game balance, as this is a very important topic for future updates.

I’ve received mixed feedback regarding the overall difficulty after the recent changes. Some players feel that the game has become noticeably easier, while others still find certain parts challenging. Because of this, I’m considering whether older enemies, especially those in early areas like Solitude and Willo’wisk should be adjusted to provide more challenge, or if the current balance feels right as it is.

Poll Question:How should the game’s difficulty be handled moving forward, especially regarding early enemies in Solitude and Willo’wisk?

This poll is extremely important, so please vote for the option that best matches what you think 🗳️ Your choice will directly influence how difficulty and enemy balance are handled moving forward.(Multiple choice enabled)

Comments

J. Lambing

I have only played the free version, and before the class update and was stuck on the Bee Queen despite me grinding levels and buffs. I just joined and started playing the updated version (didn't get far before stopping to go bed) but it seems a bit better so far. My suggestion would be not to buff the enemies but buff the player. Maybe have a easy mode where the player has great starter gear and a normal mode where you start with nothing.

Mtrans

Let player choose easy mode or hard more or story mode or sandbox (must completed story mode) That's gonna be more works but it would be more attractive for players

Anna Bonn

I think the early enemies are a litle to easy for the two classes I playes (athlete without the skills and hunter). The callenge in Thamora then was ok, but you can make it much easier if you equip your full party with the Geargrinder Band. The healing is just a bit to strong I think. Also regarding the difficulty. On some occasions, even without the geargrinder Band and even armor at all, I had problems to lose. This made it harder to get to see the bad ends, than it was to win the fight I had the situation like the fights on the ship, that I had to wait an eternity to lose becasue I had to go prepared into the fights, to acually be able to beat the first and the second on, but than lose to the third. Loosing to the wale took over 10 Minutes for me. Maybe it would be a good idea to add an item or skill, which lets you lose automatically, to see the bad ends more easy live and not in the thater later.

Void Butterfly

I have already shared most of my thoughts on difficulty with you but just wanted to add. If some people are genuinely finding the game too difficult rather than having the difficulty made easier an option could be instead to just have more quests especially earlier on providing gear and equipment as rewards or have stuff dropped from bosses/found in chests etc helping with progression without needing to rely almost entirely on being able to afford and buy most of it which could potentially be a pretty big boost to some players. I know you have done this with some quests and interactions but they are very few and far between. Optionally you can also introduce the "Geargrinder Band" (Or a slightly weaker version) earlier on and more available to players. The HP regen that item provides in my opinion significantly reduces the difficulty alone since you no longer need to really worry about healing out of combat and most of the time will end up fully healed when going to the next encounter while even getting decent healing in combat. (In fact it actually ends up out healing all the damage of many enemies it seems this item might have been balanced around the previous difficulty making it actually pretty overpowered in its current state so it might actually be something you want to end up reviewing regardless at some point). Anyway this would give players options to equip it to decrease difficulty or ignore it. Alternatively I also support the idea of adding difficulty modes in whatever form providing it isn't too much work.

Henk

I found the early game enemies to be to easy (at some point the enemies only did 1 or 0 damage due to high lvl). Then the late game enemies (the phantoms) completely wrecked me.

PantherPilot

I have very little free time to play and I restart with every update. I have killed the early enemies so many times it's not even funny. Please don't make me grind levels just so I can make it to the new content.

Saitama 452

I do not have a leg to stand on depending on the difficulty, I'm a dirty cheater, so, I'm just going to vote with the majority.

Veraenderer

I vote buffing, but there needs to be an unlockable shortcut to the habour from willo wisk.

mutatiio

Easier or built in shortcuts only because replaying each update gets annoying

mutatiio

yes should be a instant lose skill

Bingus Bangus

Yes, this has been asked for too long, unfortunately, 0.4.0 had too much content in the old kingdom, so it would have been super hard to give a teleport without skipping new content.

Bingus Bangus

Yes, we will have a warp system to new content next update! Or at least something like a cheat code, we will see.

Bingus Bangus

Great idea, but I have no idea of how to make something like that. I'll check it.