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Poll

⚔️ Friday Poll — Combat Difficulty

  • The game is much too easy 🟢 2
  • The game is mostly easy, with a few challenging moments 🟡 23
  • The difficulty feels well balanced ⚖️ 65
  • The game is mostly difficult, but still manageable 🟠 11
  • The game is too difficult or frustrating 🔴 4
  • The difficulty is very inconsistent between classes or areas 🎭 62
  • 2026-06-26
  • 167 votes
{'title': '⚔️ Friday Poll — Combat Difficulty', 'choices': [{'text': 'The game is much too easy 🟢', 'votes': 2}, {'text': 'The game is mostly easy, with a few challenging moments 🟡', 'votes': 23}, {'text': 'The difficulty feels well balanced ⚖️', 'votes': 65}, {'text': 'The game is mostly difficult, but still manageable 🟠', 'votes': 11}, {'text': 'The game is too difficult or frustrating 🔴', 'votes': 4}, {'text': 'The difficulty is very inconsistent between classes or areas 🎭', 'votes': 62}], 'closes_at': None, 'created_at': datetime.datetime(2026, 6, 26, 20, 8, 44, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 167}

Content

I have seen several discussions about the game’s combat balance on different forums, in the Discord channel, and through direct messages.

Some players feel that the combat is currently too easy, while others have told me that certain areas or enemies feel almost impossible.

I would like to understand the general experience of the community before making any major balancing changes.

I would greatly appreciate it if you could leave a comment explaining which class you used, which areas or enemies felt too easy or too difficult, wether you regularly used consumable items and how the difficulty changed after obtaining party members.

Poll question:

How does the current combat difficulty feel to you?

Hope you all have an amazing weekend! 💜

Comments

Not a lewd elf

The early game is brutal, but once you get the party its trivial. Also slimes are MISERABLE because there's multiple of them and they just spam stacking debuffs

Nightshades

So I'll start by saying that I like the game as is, and don't really see a need to change it, but if you are concerned about the "difficulty" of the game, I don't think that its really that its "too easy", but rather that its VERY easy to get many absurdly good items. E.G. I mentioned in a different post that the strength potions you get from the werewolf quest are better versions of the "big potions" you can buy everywhere, but at "buy 1 get 2 free" you actually get them for significantly cheaper than the big potion even though they are a straight improvement in every way. Another example is that after you get to Crystal Reach, there are items that, while they're expensive, allow you to just charge through every fight. Things like the "Goblin Crown" that allow you to attack twice. I've been using that with Mikaria in combination with the "Inferno Handgun (fire)" to stack massive damage with 2 chances to put two dangerous status conditions on enemies (Heavy burn and Bleed), and the Majora puts the Max Health reduction debuff on them, so if they survive a round, they typically die before their second turn. Again, I've been enjoying the game as is, and this isn't complaining. I'm a "more for the story and exploration" kind of guy so PLEASE don't think I'm criticizing. But if you were wanting suggestions to "increase the difficulty" a few recommendations would be to 1) Either make healing more expensive, or less effective. 2) Make status debuff weapons and abilities more rare for the player AND do less damage (the status effects don't need to change, just the weapons and abilities raw damage). Monsters don't need to change though 3) Take out the healer in each town after the party gets to Thalmora continent. This will make the player have to use healing items more and have less money in game for the powerful items an make them have to "save-up" 4) The last suggestion is that the accessory items you can buy that change regular attacks to an element (e.g. "Ice Amulet") I think should be a quest given item. Maybe each of the shop keepers that currently sell those accessories instead sells some weak "Attack +2" or "Agillity +3" charms, but each one has a quest to get a particular element charm. The reason for this is that certain enemies that are challenging on their own become quite weak if you have the correct element equipped, such a s the "blazing ghosts". Those things were quite intimidating until i used a water amulet and had the "Reef Cutter dagger (water)" equipped. Then i was killing them easily, sometimes before they even got a turn Edit: For number three, an alternative method could be that "elite enemies" get 1.5x health (like fat goblins, not the regular goblins) and that Bosses get 2x health. Again, that's starting after the ship ride. Personally i feel that solitude and willo'wisk are pretty well balanced right now.

Hildabrand

The early game is a slog in act 1. The fact I don't have my axe in area 1 as a firefighter makes fights annoying. The policemen is worse for most of it even act 2 because they barely do any damage. You have to consistently buff or debuff which makes fights drag out. Same with Fireman in act 1. So, the mobs don't hit as hard for the most part, but the fact you barely do damage before the team comes into play makes each encounter annoying, so I try to avoid them when I can.

J. Lambing

I ended up power leveling a while back as a firefighter since I didn't have an axe until I got the shoulder tackle. I struggled with the bee queen so I power leveled and spammed tackle like a new Pokemon. After that, the game got pretty easy. The slimes were very very annoying, but save scumming helped. Same with the puzzles. Checkpoints would have made it a little more enjoyable in my lazy mind.

BlightedOne

Personally I think the combat is fine. Though you might want to add class specific weapons like an axe to the earlier shops. Was a pain using the fire fighter skills without one. I rarely used buff items and had no trouble despite that so I don't think there is an issue. One thing I will mention is that some of the party members felt a bit too weak in Region 2. Mostly a lack of hit points IIRC. Some of the weaker ones practically get oneshotted at times.

Emily Stone

The game lacks meaningful stat progression and class separation. Leveling a hunter character to level 27 barely increases base HP or defense, and attack power is mostly dictated entirely by gear rather than character level. Additionally, because every character can equip the same weapons and armor, there is no real distinction between classes. Also since you've added the surrender skill to Micah/Mikaria you should add it to all playable characters to make it easier to get the bad endings. Also, not all the bad endings are getting credited to the theaters. The new Agua Fria bad endings aren't showing up. Also a Naga/Lamia TF for Micah would be cool. Since female micah is a "sub" Lamia makes since since they aren't truly aggressive.

BlightedOne

Ah, passing thought. With regards to the imbalanced classes, why not adjust them and make it a feature to resolve the difficulty debate? I'm thinking classes like the Fire Fighter are going to be better for combat due to the physical conditioning and training over things like being a desk jockey and typing for a living. So why not adjust them so you have 'normal' classes for the casuals like me and 'hard' classes for the Dark Soulers amongst us which are harder to play (more focus on buffs, potion use, etc)? Should appease both camps.

Void Butterfly

I will say the more recent content is a little more challenging than previously so I think it is going in a good direction though it is still pretty easy honestly at least as a Mechanic anyway and I feel you still don't really need to take into account stuff like the element system or using special attacks or anything like that. As a reference in my playthrough as a Mechanic once you unlock overclock swing you can just spam that on any single enemy and have no problems with anything (even though Def debuff only stacks to 2 I believe it still does more damage than any other ability you have available which shouldn't really be a thing it should be just more a debuff tool to use a stronger ability to follow up with once their defences are reduced) and even before that you can just use Loose screw strike which is just a slightly weaker version which becomes kind of obsolete when overclock swing is unlocked. (Not too sure about other classes as I have not yet done a full playthrough with the others yet have been meaning to test them so don't entirely know if the easier difficulty is entirely exclusive to Mechanic and it's more that Mechanic is a problem balance-wise compared to others, am planning to do another run through with another class and may update this if my opinion changes) Though I personally think one of the biggest things that reducing the difficulty massively is the HP regen accessories like Geargrinder Band and Edith's Necklace that almost completely removes the need for potions, healing in combat or using other healing services especially if you buy enough geargrinder band's for the whole party since with them not only can you easily out heal the majority of most enemies attacks but out of combat can just walk a little bit to heal back up to full. Only some of the more recent bosses from the latest content somewhat do more damage than you can regen (though you have to take into account the boss mostly targeting one single party member at a time also misses so by time it usually attacks that party member again they are a lot of times healed a lot from the regen). I also feel that while these items are in their current state any other accessories that are added are pretty useless unless they also have HP regen or of course you didn't buy enough Geargrinder band's for the party before getting on the ship so you have no choice but to use other acessories. (For reference in my playthrough I own 2 of them + Edith's necklace so even I am not making it as easy as it could be). There are also a lot of situations where most enemies especially in the early game if you have any sort of armour only do 0 damage to you, straight up miss or when they do hit do miniscule amounts of damage. So I am actually kind of confused on hearing how people struggle with some of the content since I didn't personally have this experience what so ever though as mentioned will be giving another test with some other classes to check since I am curious.

Saitama 452

I can't personally contribute, because I'm a cheating cheater who cheatingly cheats, and make like the main character and maybe one companion maybe more, to have like 99999 atk, so I'll just majority vote it, cause otherwise it's unfair to put my opinion on the combat.

Taton

I recently did a playthrough as a mechanic and before that as an police officer. You get an entirely different experience with both classes. The best example for this is the first Minotaur fight in Solitude. While you can win this easily and with a bit of luck or a healthpotion as the mechanic on your first try at your first Solitude visit, you will just die as the police officer. You should do other quests instead, grind some goblins for money and after that buy everything Bodger has as equipment or buy atleast one of that expensive cakes you can get from the tavern. And then you fight that minotaur as the police officer. With the power of hindsight and the right class, the fights can be very easy in this game. Do I expect careful planing, grinding and so on in a porn rpgm game? No and I still can't understand why 80% voted to make the game more complex by adding classes. I would expect that balancing would not be an issue, if Micah only would have a single well designed class, with skills and equipment for it. And additionaly I would expect that there is then more time to focus on the actual content instead. I had my fun playing as the police officer, but I will continue as the mechanic in the next versions going forward.

Taton

In future playthrough, just do the Agua Fría and the Queen Slime fight before you venture into the slime infested mine. The Queen Slime drops an equipment that prevents the slime debuff, making the mines much more enjoyable. As there are no other slime enemies currently in the game, the mines are also the only place you will need it and it becomes useless afterwards.

FaeCreature

Lord Malcross took me hours to beat even after the nerf and the burned enemies in the harpy cave are ridiculously strong. Just one encounter wipes out most of my party and then there's another waiting in the wings. I ended up save scumming to completely avoid them. They were harder than the boss. And yeah, what others have said, the slimes are really strong. U save scummed to avoid them, too. And the lake puzzle was impossible without save scumming or a guide. Checkpoints, easier paths, and more fails needed to bad end would help it greatly.

Tarxma

Full disclosure I typically play as the Police Officer. I dabbled a bit with Mechanic and found that too easy, but I also only played Mechanic for the first couple of quests. Personally I think the early stages can seem a bit overly easy because of how quick it is to level up. Before the class system the game was a bit infamously difficult, but after that update it took a strong shift to being easy. The very first couple of quests, when you're still level 1/2, have a bit of challenge, but once you get a few level it soon becomes much easier. The Crying Forest in particular is a total breeze, though Queen Bee adds a little more challenge (but nothing like the extreme difficulty before the class update). The Agua Fría content was much more balanced though, especially with the agility debuffs. I enjoyed those combats, though I would say the Naga fight is far too difficult. Specifically the paralyse is absolutely brutal and has completely denied my ability to do anything in several entire combats practically. Of course I'm not sure this is supposed to be a clearly doable combat, perhaps it's more a sort of 'if you are insane you can try to fight her' type challenge. However, the Agua Fría quests compounded the problem of levelling up so quickly, and further rendered the Crying Forest a total breeze. The Werewolf fight was still a bit of a challenge, but I did nevertheless feel a bit overpowered. The Sisterhood of Blood quests were well-balanced though, and everything from reaching Thamora onwards has a good amount of difficulty. The encounters on Marina's ship felt a bit easy, but those might be fights you're supposed to win unless you actively try to lose. I think the easiness is only a problem in the early parts of the game, and could be addressed by making it a bit slower to level up. Perhaps quests could give a bit less experience, or EXP thresholds could be raised. And of course as I said this is my experience as the Police Officer. I can't really comment on how other classes play.

kevhead

I personally think the game is too easy outside of a few areas/ encounters.

Zenryu

Honestly some class rebalance or adding some weapon or accessory options to weaker classes to balance them early game is main issue.