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- What I meant was "the idea of making the bones in mina work this way is about as bad an idea as someone having the idea of making an RPG but the currency functioned how notes work in banjo-kazooie" Wasn't trying to make a 1 to 1 comparison, I was trying to use BK notes in an RPG as an example as comparison for people to understand how obnoxious the padding feels.
- Yes, I am aware that you can farm bones back up, and am aware of the spark system but it's still really slow to have to do any of that w/o the modifiers. Especially at the beginning of the game where it's very easy to die and a lot of the best upgrades are either really expensive or really hidden. It's not even like I have to venture out of the hub city to get screwed over, falling in a pit takes like a 5th of your health, vials are slow to heal and unreliable unless you hit/kill enemies, and the game doesn't make it very clear that you can actually go into the save spots without reading the in-game manual... which is LOOOONG.
- Being punished with having to spend 5-10 minutes going all the way back to where I was then either grab the spark or kill the enemy, then go back to the hub or whatever I meant to do while hoping I don't die on the way back just takes up any time that could have been spent trying to progress through the game. The game's "difficulty" seems extremely frontloaded and on top of that feels less rewarding to overcome and more like an aggravating chore, especially since this was a scenario I was encountering constantly. It's not the ONLY issue I had with the "difficulty" but it's one of the biggest ones. I'm glad you didn't have issues w/ money but I along with many others did. It seems like it's very divided on who encounters these issues and who doesn't, it's wild tbh.
- To mito's reply about achievements, the issue isn't "I wanted to get achievements but they made it too hard", my issue is with the principal behind them being blocked. I don't care about the achievements themselves and don't even care that much about why they're blocked. My point was that if the game has a system in place that is programmed to discourage players from using the modifiers, the devs are still sending a message to players about their stance and intention behind these gameplay decisions. Mentioning the easy mode modifiers as a defense to wave off these type of complaints as non-issues does not hold up at all when the developers themselves are making it clear that they'd rather players not use them.
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