paplaukes wrote:Short version: I don't think average players kill bosses at lvl1.
Long version: Unsure of what an average player is. I don't consider myself a pro at least. My impression on difficulty curve - it's there alright. The dungeon difficulty levels are accurate. Every better item has a quest or a challenge attached, a skillcheck in place. Even with all the combined preps, and I really don't count cheesy, non-average player ways of using them, you can only drop the dungeon difficulty down one notch. Every new unlocked place is scary, no matter the preparations. I never once felt like - "ok I unlocked this new place, let's faceroll it with everything I got". It's still difficult at first, there's learning to do. I think the "average player" difficulty curve peaks at hard purist gan-teleet - which is what devs designed as a win - and silver challenges. Gold are bit beyond that. Vicious dungeons, Vicious tokens - definitely not average player stuff, preps or not.
I agree progression is great in the game; all the dungeons are well balanced. I also enjoy a regular game, and don't attempt the theorycrafting of the vets because i don't have the patience or the time.
There is a lot of discussion about crazy strats floating around, but I think this is a simpler issue and not at all related to what is possible, only to what a new player might be doing and thinking when they first try the game.
At a certain point in the game, early if the player decides it's worth it, you can unlock these amazing potions that suddenly make the game MUCH MUCH easier in every single
What happens to this finely tuned experience when the player is handed a reflex, whupaz, quicksilver, strength and shaudenfruede potion all in one hit? These potions are worth more gold in-game than you are likely to find, not to mention fact that you can buy MORE from the apothecary.
They suddenly find that their level of play has been raised, and all the content they haven't yet explored is not interesting any more. These extra resources magnify the effects of everything else you bring or find in the game.
Players start to expect to catapult off a level three or four, not a level two. They start ignore class combinations because they don't synergies with a full loadout of potions. They get resentful because if ever they have to go without potions, perhaps because they have run out of gold, and suddenly find themselves playing at a level they left behind a long time ago.
Game design, or any design for that matter, is about managing user expectations. Imposed limitations can be interesting and fun (think HL2), but having your toys taken from you due to your own lack of forethought is annoying and turns you off a game, even if it's not the game's fault.