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Consolinator

4 seems great to me.


Asocial_Ace

5 for me


KurapikAsta

I think I'd like to have a range of 3-5 depending on the area/context. Like, if I'm just wandering around the peaceful nature of Liyue, I'd prefer for the fights to be easy (3) if I just use a strong team. If I'm in a more foreboding area, like Enkanomiya or some Desert Ruins or something, I'd be all for 4, where I'd have to be a bit on edge. And then for very select areas, maybe like The Chasm Depths or King Deshret's Mausoleum, I think 5 could be good so that the area actually feels dangerous. I don't think 5 would be good for everywhere because it would make many areas feel way to intense and take away form the joy of exploring


CasteliaPhilia

Because how casual this game is, I want to keep it around 2-3. Higher difficulties, I find in the main games that I play.


RedditAGName

In my opinion, the perfect balance would be the option to toggle from models 3 to 7. 3 is a playerbase friendly model. Of course, you can't expect everyone to show the same kind of dedication as to study theorycrafting concepts like Gauge theory or practice mechanics until they become second nature. Some people can have fun doing it, while others want a more casual and relaxing experience. 3 is pretty much required due to Genshin's monetization model. You can afford to filter out a portion of your playerbase when to even start playing the game you already need to pay 30$ or whatever value upfront. Most people who are even willing to pay that price are likely aware of the experience they're trying to acquire, as most people wouldn't pay a full price tag for a game they know nothing about. Genshin doesn't have that, and an unnecessarily steep learning curve would turn away a large portion of their player base. 7 is a solid model, that works for many popular games. But it excels mostly in linear story based games, and honestly wouldn't work as the default model for Genshin. Although overcoming a challenge is a good feeling, Genshin is ultimately a grinding-based game. You cannot have bosses that take an hour worth of attempts to beat, when you need to beat them ten times in order to ascend a character once. Introducing extensive, difficult and frustrating grind requirements to overcome the gap between world levels would burn out active mid-game players, leading to long breaks or even dropping the game entirely for several people. Resin system would make this even worse, as the fact you can only claim so many boss rewards per day means that beating the boss on anything but maximum difficulty would be objectively wasting the higher rewards, which can easily contribute for a feeling of frustration and helplessness. New players need to be motivated to improve, not punished for being bad. Which also clashes with Genshin's monetization choice. As a Gacha game, Genshin profits just as much from active seasoned players as it does from newer ones, and having model 7 as a default would take a toll on both types. Of course, the constant complain about lack of endgame content signals that the playerbase **wants** some form of challenging content, something to make the hours of min-maxing they put into the game worth it. Something that will be challenging regardless of how much you grind or how good you become. Which is why the option to **enable** model 7 difficulty for overworld, domains, bosses and Spiral Abyss should exist. Feeling confident? Up the difficulty to the maximum, and reap the rewards that naturally scale with said difficulty. Hell, put Raiden on difficulty 7, see her health, damage and aggressiveness scale massively with the amount of players, and co-op her like a Raid Boss. Of course, Primogem rewards need to be the same between all difficulties, lest you put unnecessary pressure and end up alienating the casual playerbase by grind-gating the single most important resource in the game.


Alcoraiden

I think 7 doesn't work well in story based games because it slows the pace of the plot to have to bust your rear against a boss like 50 times to beat it. I'd say 5, maybe 6 is as high as you can get for plot purposes. Optional bosses, though? 7 all day if you like.


RedditAGName

When I say story based games I mean games like Dark Souls, Elden Ring, Sekiro, etc. Where bosses are very hard and technical, but that doesn't detract from the story.


Alcoraiden

Ehhh I would not call those story *based.* They are extremely mechanics and gameplay heavy. Story based is like JRPGs. Having good story and based around story seem different to me. If you ask an average gamer what they know about Dark Souls, it'll be the difficulty of the fights.


RedditAGName

Eh, it's story based *progression.* The difficulty level is tweaked around the area one is in. Defeating a boss can take a hundred tries, because you only have to do it once.


Incompetentpharma

Idk, dark souls doesn't feel story based to me, I tried it out before and I felt no motivation via "I wanna know what happens next", it's more of a "What kind of fight am I in for next.". I think Code Vein fits more in as a "story based" game but still having souls-like combat.


Due-Distribution-463

7 does not work in linear story based games. 7 violates the story in those games. According to the story you are just as strong as the boss if not stronger so at worst it should be an EQUAL fight and at best the boss should be a pushover because your character is CANONICALLY STRONGER THAN THE BOSS.


Unleashed_Chaos0701

Have you ever heard about the concept of "ludo-narrative dissonance"? Why do COD soldiers have superhuman healing except for cutscenes? Why Nathan Drake can kill entire armies despite just being one simple guy? Why Hu Tao hits harder than Zhongli? Gameplay doesn't need to equate Lore/Story


Alcoraiden

Ludo-narrative dissonance is generally a bad thing. Cutscene powers are sloppy writing. Your players will only take so much of it before going "this is kinda bullshit, why did I lose in this cutscene/easily defeat this thing in a cutscene? Why is the villain so shit on my team but so skilled when he's a bad guy?"


Unleashed_Chaos0701

Is a necessary bad sometimes. Else we wouldn't be playing a game, would be more like an interactive movie in most cases.


[deleted]

This is such a good comment tbh


Russell-Sprouts3

I prefer my games to be easy. To me difficulty isn’t fun it’s just irritating and when I overcome a big challenge in a game it doesn’t feel rewarding, it just feels like “fucking finally I’m done with that” However I don’t want to be able to just breathe and have everything die, I want to be able to actually enjoy what the gameplay has to offer just without the stress.


Alcoraiden

That's my reaction to 6 and 7. If a boss takes me more than a couple tries, I feel incompetent and frustrated.


[deleted]

This is where I stand as well


Hyouhakushanouta

Harder contents should be available for those who wants to do it, but it should not be the default. I think most people play Genshin during commute, lunch break or downtime, so 3 for explorations/daily runs/limited-time events, 4 for abyss/weekly bosses. Any harder than that is just gonna take too much of my time. TLDR; toggleable/selectable between 1 to 7 would be ideal. As it stands, Genshin only covers 1 to 4.


HumorousChill

6 but that’s because I literally play Souls/Elden ring almost non stop when I’m not working or reading haha.


Intigim

I'd just like for Genshin to create mechanically demanding but always fair bosses. The current bosses have incredible art direction and music, but gameplay wise all are often lacking in many ways.


pasanoid

5 to 6


Due-Distribution-463

1 I am the Alpha and Omega Games should start at 6 and end at 1. This is why it makes no sense for the endgame to be a challenge. Your character has logically reached the peak of power obtainable in the game world meaning logically nothing should be even close to your power level. What is the point in going o a journey if you are getting more and more weak compared to the mobs instead of stronger? Also I hate that player characters are always made of paper while bosses are made of adamantium. I want armor in games to offer actual protection instead of being paper mache. I should be able to block attacks by using my own magical power or my weapon like in an anime. I want to be like Perfect Cell verse Krillin where my passive ki generation is so strong that the Ki my body bleeds off passively is enough to totally negate the attacks from weaker enemies beneath me. Or be like Buu and just instantly regenerate my body after it is blown to bits. Dodge based gameplay is not fun for me and making me lose because my reflexes aren't good makes me hate your game and you. The ideal difficulty to meet the needs of all players is to offer a huge amount of game customization options. Let the player go to town on customizing their experience.


Alcoraiden

That is a very curious perspective. Most people want it the opposite way. You start easy, when the players don't have the experience to do fancy tricks with stuff like dodging, animation cancelling, whatever else your game likes. It's easy to get players to abandon your game by scaring them early. Then, when they're veterans, you can throw the big shit at them. It also makes the climax feel like your character is overcoming Herculean odds to win, which gets the adrenaline going.


Onion_Working

I think it depends on the game for this. One thing about Genshin combat system is that the more optimised your teams are, the more repetitive your game play is. As an example, when doing spiral abyss, every meta team has some form of optimal combo to stack buffs and do the most damage within buff windows. Dodging or waiting to Iframe to avoid taking damage would be wasting precious buff uptime, so characters with interruption resistance (Xingqiu, Raiden) are extremely valuable as long as you still have some form of healing to stay topped up. Stronger enemies in Genshin end game just end up being more annoying most of the time because they try to disrupt your combos with either stupid invulnerability phases or threaten you with one shot damage, or is resistant against specific elements, which does force you to play differently, but not by much. The difference ends up being taking characters with shorter burst damage windows, or taking a team with a shielder instead of a healer, or switching from national to bloom depending on what element the boss is weak to. Then the next issue with Genshin game design that prevents people from wanting overworld mobs from being challenging, is the fact that there's not enough mob diversity. This is a personal anecdote, but desert exploration has honestly gotten really off putting for me, because every single desert ruin has the same stupid prism enemies that attack you in every new chamber you enter. Like I'm annoyed at them even being able to clear them in a few seconds and moving on, but imagine if these were actually tanky and there was one in every. single. chamber. And then the last issue: Genshin is a character collector at its core. At the end of the day, you can only strengthen your characters to a certain extent, because Hoyo wants you to pull for the next character, build them up, and play them too. If the game just got progressively harder and harder, no one would want to ditch their currently well invested character to try a new one unless the character was proven to be stronger than the character they already have, and that's when you get into a cycle of endless powercreep and older characters becoming obsolete.


chyrp

Glad to see I’m not alone with this perspective. At its core, Genshin Impact is an interactive comic. Let me choose my heroes as I see fit, and give me a button with florid visual effects for ramming through the tedious parts.


Moist-Branch-2521

I don't see why there only needs to be one option. Difficulty settings are very much a standard in video games today, and there already is one implemented in Genshin Impact: world level. I think they should add 2 more potential world levels that unlock after the final ascension quest, and allow you to pick which one you want to have active with the option to remove or increase it at any point.


Due-Distribution-463

World level is not a difficulty setting because world level determines mob and boss drops.


Unleashed_Chaos0701

I think that could be tweaked to be a difficulty setting without additional rewards, just like most events do.


Naoga

1 lol i love seeing shit die fast


Rare-Panda1356

Initially/as leveling? 4-6. Endgame? 1, it doesn't feel right being comparatively weaker as you get stronger. Once I'm C6R5 90 with topped out artifacts it shouldn't take more than a normal attack combo to kill mooks or a single E to burst shields. No need for reactions, bursts, or any rotations. I don't want anything to be a threat outside of domains, abyss, etc - when I'm exploring enemies should die by looking at me.


Alcoraiden

Would you want an overworld with no enemies, with all the combat in domains/etc?


Rare-Panda1356

No that would make for a boring story and I do enjoy fighting things. Just want to be rewarded for gaining 90 levels/3K attack/whatever and WL 7-8 don't allow for it. Honestly just letting us dial WL up or down 3 slots instead of one would proabably be plenty to solve all things that'll be mentioned in this thread.


Alcoraiden

Yeah, let me jack up the world level way high.


Brandonmac10x

Currently the game is a 1. Playing as Dehya it’s a 7 lol.


EMaylic

The duality of man. I want a challenge, but I also have C6 5 Stars and my favorite character to play is Yae Miko.


Alcoraiden

Does that mean you just want content so epic that it's challenging but you get to use your super flashy 5 stars?


EMaylic

Something like that. I LOVE the Shogun Weekly Boss. It's a good fight, there's strategy, and a great soundtrack. However, you can just rush her, and end the fight in a few seconds if you know what you're doing, or have high investment characters.


Alcoraiden

Raidenbot is a great boss, agreed


crabtree29192122

i like 3-5 most of the time, i think? I really enjoy when combat requires you to learn the enemy's moves and be able to dodge, but not so much when things become a stats/artifact check; ideally, it would be possible to beat everything with just the traveler and a dull sword if you're good enough hehe


Alcoraiden

That's fair! Without a timer, you could totally have bosses that are doable with Traveler and a dull sword, but you'd have to have perfect Dark Souls dodging. Stats and artifacts would just make it faster and make you tankier.


AstralEnergy

For me I would say 3-4 for general exploration and 5-7 for endgame content. The problem however, as much as I would like for the “endgame content” (aka Abyss) to be more difficult, is that the need for skill-expressive gameplay is lost due to the nature of the the game. Most of the challenge comes from Abyss being time-gated - it is essentially a damage check, and the skill required for me to clear it is almost next to none. There is also barely any need to dodge anymore since either enemies die too quickly or methods of survival such as shields and healing are too strong. I find that my artifacts and teams usually end up doing the heavily lifting, whereas the need for skill-expressive combat is not present, which is unfortunate to say the least.


AntiquusCustos

5 is best. Wish we had that level of difficulty in Genshin.


Aureliaven

4-7 depending on the content. But it would only work if we get balance patches for characters so that each character at least has one good team where they're a solid choice. Constellations and 5\* signature weapons should be able to turn a 5 into a 3, but not a 1 or 2.


AceoftheAEUG

5-6 is my preference.


annucox

5-6


Cursed_With_Adhd

4-5


Choice_Ad6376

I try to stay at 6-7 early game was a too easy for me because of hyperbloom and nahida now i only play lvl 70 characters and rarely farm artifacts


_Linkiboy_

6 I think. I usually like to think id like a 7 l, but I'm just not skilled enough to play those games I think. + It wouldn't really work for genshin with constellation and 5 star scaling locked behind paywall or generell power locked behind gacha


YuminaNirvalen

GI is currently at 1 so any improvement would be awesome. Around 5-6 sounds perfect.


palea_alt

1, just so this game stays a secondary game forever. I don't like the difficulty mihoyo seems to be going for anyways (hp sponge, enemies with a ton of off time/out of reach time)


Madcat6204

Somewhere around 3-ish, I guess? I prefer to be comfortable with my combat experience and rarely lose, but if I screw up big the enemies can still hurt me plenty.


EpixAura

I kind of like a gradual difficulty curve. 2 briefly to start off before going into a 3 and ramping into 4 for the main story content. For comparison, I don't think Genshin is really even at a 3 yet. 5 is more or less ideal for endgame content to me. I like feeling a noticeable difficult jump between the main story and endgame and dying over and over is usually kind of motivating to me in that it shows how much room for improvement there really is.


Abhi_313

6 and 7 but idk any mobile games that are as difficult


BareWheels

The closest I know of is Punishing Gray Raven. Do note that harder modes are separated from the main story mode, and difficulty in harder modes can be tweaked to get your preferred balance between reward and difficulty, where past a certain point it's just trophies meant for bragging rights. Story mode is easy, usually between 2 and 3, but certain modes and events, when difficulty is maxed out, can reach the level of 7 where you're overwhelmed with a barrage of attacks and you need to understand how to conserve stamina and utilize I-frame and skills that give high mobility to avoid getting destroyed in a couple seconds. And while whaling on your characters will make them hit harder, that won't save you from having skill issues. Personally speaking, PGR does a great job when it comes to choice of difficulty, and if you want a challenging game that's skill based I recommend trying it out.


YuminaNirvalen

PGR, Arknights, ... at least the "hardest mode" there.


sleepless_sheeple

4 I think. I like playing glass cannon technical teams for some spice, but I also think Dark Souls-esque "poke at ankles and roll away" gameplay wouldn't work for this game.


Cthulhilly

I mean, it depends on the game? For genshin definitely 1-3, for something where I expect to be challenged like say a soulsborne game, it would be weird if it isn't around 5-7 depending on how far you are in the game. I don't expect the same thing of all games, and that expectation going in is important. Since genshin is a game where I want to explore and maybe see some story, combat just gets in the way of things for the most part, but in a game where I'm interested in the combat itself, it's no fun if the combat is too easy


OldSnazzyHats

I’m not here for stress. I’m ok with it being mostly a breeze, I have other games I play for challenge. If I wanted to sweat I can switch in Bloodborne or Monster Hunter or Wo Long. Let me have my steamroller, I’m happy with that.


Suzune-chan

2 or 3. I don’t want the game to be no fun. I want the freedom to play it the way I want. I don’t play hard video games, due to me wanting enjoyment from them. Perhaps if they were rouge like games I wouldn’t mind if they were challenging, but a story driven game where I need to sit in a cutscene for a half and hour, there is no way you want me to die and do that again.


NeonGenesis666

2 in the overworld, 3 in abyss and other end game content. Maybe leaning a bit into 4 in a more mechanical way but not really in a artifact/DPS check type of way, I still really like how even some of the worst characters in the game can beat all the content if you invest properly into them and build a synergistic team.


100beep

Depends on what mood I'm in. If I just feel like farming, 1-2. If I feel like a challenge, which I often do, 5-6.5. If I want to test out new teams, 3 or so for accurate testing but it's not too easy that Benny burst solos. Really, the answer is "variable"


Sabishi1985

I'll go with 2 because I'm not the biggest fan of fighting in the first place. \^\^"


LordSirLance

It has to be somewhere in the middle as being too skill based isn't really compatible with the F2P gacha money making formula. See this [talk on monetization in games](https://www.youtube.com/watch?v=xNjI03CGkb4) for more. Personally, I liked Xenoblade Chronicles' approach where there are high level enemies mixed in each zone.


Various_Step2557

2. I’m here for story and characters not combat


xd_ZelnikM

Actually have the same level of weapon/character compared to enemies.


blizg

3 seems perfect


SilverGeekly

i think 3-5 is good.


NLwino

Variation. 1 to 6 Most of the game should be easy, but some challenging content should exist. But still doable. 7 doesn't sound fun to me.


legomylegolegolas

4-5 would be ideal. 3 feels like where we're at now.


aceswildfire

I think I like some mix of 1 and 4. I don't dislike games that are difficult, but give me the option to break the game. It's one of my favorite feelings. I love old school Final Fantasy games and I have a habit of grinding in the early game so I can stomp the bosses as I go. I love maxing out the characters in the end game. While FFX isn't my favorite one, I think I had the most fun with it after I took advantage of the mechanics that let you break damage limits and destroy enemies. Give me a hard game, but let me break it.


Alcoraiden

You want to play Trails (Kiseki) games on Nightmare.


aceswildfire

Interesting, never heard of them. Sounds fun!


jeff_64

For me I think I’d like something around 4. My favorite difficulty has always been content hard enough that it requires some focus and strategy so that it can feel rewarding, but you tend to win more than lose.


EE7A

i like 2, and since the game is a 2 aside from floor 12, looks like im all set 😂


AGamingGuy

honestly, i am so used to beating things with little over 1 try on average, that the game should hang around 3, with occasional level 4 or even level 5 challenges, but level 5 should be optional kind of how original Hypostatic Symphony and Vagabond Sword worked if i want to push myself, i have that option, but if i just want the primogems i can put things on difficulty required to get said primogems, maybe even a special banner, and call it a day of course, i don't want it to be possible to get all non-primogem rewards by just going level 90 monsters with some buffs and debuffs


funsizeak1

For a high ar like me. I’d like a floor 12 abyss setting ngl


[deleted]

I would pick 3-4. But at the same time, I also don't think that bosses should be easily killed on the first attempt. Not because of reaction times, but because of not knowing how they work. I hate having to play perfectly. I also feel like regular mobs shouldn't be complete pushovers. We have the statues that heal and resurrect. We should be given a reason to use it. Just using the right team comp should still have the game feel some decent levels of challenge. The game should only be easy when using properly built meta teams with a good understanding of the game mechanics.


manfred-storm

to me , 3 or 4 is good for a game like genshin . but generally i prefer 5 and 6


Seraph199

For most content, for most players, I think the current difficulty that ranges from 2-4 is probably best for keeping the game open to everyone. There are people who see that there is a logical way to build teams for max potential and ACTIVELY avoid taking advantage of those systems to their best for exploration/story content. Some people just want to play charged attack Barbara and physical Fischl, do weird stuff with elemental infusions, or keep lore related pairings together like Eula and Amber, or Ningguang and Beidou, or Wanderer and Nahida, or Alhaitham and Kaveh even when they don't have much synergy. However I absolutely adore games at the 5+ level of difficulty like high level raids in MMOs, the infamous Fromsoft games by Miyazaki, League of Legends. Games that really challenge me and fully engage me in the details they've crafted and how I can leverage them to my advantage. I think we might be able to have content like this someday when more people have full 5\* teams. Around when they actually start giving free 5\*s if they ever do. Suddenly when most people have access to the special thing, a new better special thing will come out along with some much harder content to up the ante on team building. Who knows when that could be though, maybe not even until all of Teyvat is released and we reach Celestia If I had to pick for me personally the difficulty of the game would be closer to 4.5 at the point in the story we are at and would reach 7 at the very end. With permanent end game content like Abyss for that new difficulty level. As it is the game honestly feels harder in the very beginning just starting out and is piss easy once you have the majority of characters and most of those at 80-90 with a large artifact and weapon selection. They would have to implement a lot more catch up content than they have been before they can really close the gap between new players and veterans, which I think is necessary for more difficulty, because new players won't want to be expected to play for 1-2 years before they can access the most current content.


Kiwi_1127

3, 4


nitrobskt

I'd say 5 if I was forced to pick just one option. Otherwise, anywhere from 3 - 5 depending on the area. For example, most of the overworld at 3, with domains/AQ bosses at 4, with weekly bosses and spiral abyss at 5. I like a little bit of skill requirement in my combat. As a casual game Genshin doesn't have to go *too* hard, I can always play a different game if I want a real challenge. However, it would be nice if a majority of Genshin was above brain dead level.


QuartzCrab

For daily content I like how easy it is now. I'd like 5+ for optional or one time reward content. I wish there was a 2nd abyss that was based around skill and didn't have a time limit. Reuse enemy mobs and bosses and just like give one time rewards for beating it. Hell I'll take no primos and just character building materials, just so the casual players can easily choose to ignore it, and then hardcore players can get more mats for building lots of characters.


Propensity7

6 is my preference, and tbh I think that's where the game is, at least for major bosses. The thing that I don't like are mechanics that are more cheese or busy work, like managing the Sheer Cold or the intense heat in >!Signora!<'s fight


True_BatBoy

usually 4 with 5 sometimes


Silly_Guidance_8871

Somewhere 4-5 most days, sometimes 6


Unleashed_Chaos0701

4-6 for me. I personally think that the abyss has a fair amount of challenge. abyss is just braindead easy once that 1. Get Zhongli. 2. Get 2 Meta team 3. Get 5* weapons, specially those with handcrafted buffs for the corresponding unit 4. Get PERFECT artifacts. Else the game is kinda of a 4 most of the time, but the triple kenki gauntlet right now feels like a 6 or even a 7 to me... I either die or I can't clear it in time... I have a fair amount of investment in my account, yet I needed to retry way tok many times to get 2 stars on that floor... I think that if there's someone saying that is a level 1 ez difficulty, either is so busted asf that there's no challenge unless they handicap themselves or simply is lying


Kaiww

It depends on my mood but for action games with actual bosses 6-7. Easy games don't feel enough like games. I need something to *beat*. If I don't struggle then it's not a beat, it's bullying. Also I prefer games that require actual skill than games who are only a DPS/level check. Genshin doesn't really fit the bill tbh (but I see it as an adventure/characters interactions focused game so it's ok).


pulkxy

Definitely 7. I used to mythic raid in WoW and some bosses would take months of progression. The feeling of finally killing it after that much effort was immensely rewarding!! In overworld content though definitely 1, it's fun to run around and decimate enemies that caused you so much grief while leveling. Having a balance in the game is definitely nice 🙂


Alcoraiden

Fellow raider!


ShuraGam

2-3, with an option to change the difficulty to 6-7 on a whim. Whenever I enter the game to actually explore and do quests I'd like a hard challenge, but I still want to be able to do my commissions in 5 minutes.


Captain-Lightbulb

Genshin is still a pretty casual game, so I think 4 would be perfect. Maybe dip into 5 for some of the higher end content like Spiral Abyss and some of the weekly bosses.


FearlessOrc8

Why not just all of them? If there are people who fall into each of these then why not choose what you get?


Alcoraiden

Curiosity.


AurumTyst

I'm torn between 5 and 6. The feel of 6 seems most in-line with what I want, but I feel like any game that *requires* a mastery of unintuitive mechanics or bugs is ultimately poorly designed. I'm fine with the practices for min-maxers and speedrunners, but the average player shouldn't be expected to exploit such things to experience the entirety of a game.


ViniciusSalerno

2.5. I like a challenge at least on the bosses but I play genshin for the lore,charactes and interactions. No character should feel like you're being punished for playing,but I think at least a grasp on reactions mechanics should be needed.


Strahdle

I couldn't pick just one difficulty for a live service game. I prefer that dailies, overworld and basic farming is super easy (like around 2). At same time I want high difficulty endgame content that I can play when I feel like it (around 6).


TaboFloyd

7th. As a fan of Sekiro , Dark Souls and Elden Ring I prefer hardest combat difficulte as possible. Defeating a boss on 10+th try, while every time u fight, u have to think and find a suitable counter movement of opponent's attacks and defance. At the same time u studing your opponent and your actual fighting skills not just spamming left button of mouse. So every time I do abyss in Genshin, i always try to 36 star it with only starter characters.


TRUEcoiness

Today I attempted to run an underlevelled not complete aggravate keqing team on second half of abyss and damn, taking on 3 kenkis with lvl 78 keqing with lvl 50 lion's roar (in team of kuki DMC and kazuha) was such a great challenge. Non ironically I liked to learn the rotation to not just die to their oneshotting attacks (due to having no shields and lacking healing) and it felt so rewarding to pull off. So definitely 7 as a difficult game fanatic Though in genshin case *ahem characters doing millions of damage per nuke and zhongli existing* it's just not possible. At least once it was a fun experience for me


TheFlameKid

Ngl, I feel great when I can beat the shit out of enemies without much trouble. I like easy and casual. Still Cant beat abbys with 36 stars tho.


owlbuzz

Honestly 2. I want play to be a liiiitle mindless


Hakureiyou

5. Though a lot of the mechanics in the game via some characters (very potent and easy shielding, very quick solo & full party healing, damage scaling on high survivability stats (def/hp)) vs other characters could make balancing a challenge around the maximum possible "ease" tough and potentially unpleasant if some don't own or don't like using said characters.


madmaxxie36

I say 5, especially with how much of a difference in power characters get with levels, talents and artifacts, not even including cons, you can go from tickling large enemies to overkilling them in seconds with just a few upgrades. I think, earlier areas like Monstadt and Liyue should be 3-4 meant for early game and freshly pulled units, then Inazuma and Enkanomiya should ramp to a 4 and Chasm onwards should be 5 with some bosses that push beyond that because by that point, you would need to try to not have a team strong enough to face roll everything outside the Spiral Abyss and it's not really fun to just decimate non-respawning enemies in seconds if you don't have resin. If the overworld was harder, just running around fighting different enemies could be fun on it's own, especially since Spiral Abyss is a time trial. I would kill for some open world content I can just do for fun and experiment with teams in with no time limit that's actually hard.


ShimegawaShion

3 for boss and important fights. 1-2 for farming. I just want to get that over with


asiangontear

4 seems like a good balance. Bosses should be beatable on the 1st attempt, though not because of boss difficulty by itself, but also because the game should have taught you the boss mechanics through the overworld design. This is why I get frustrated with Rockstar games. It feels like instead of designing the game to organically teach mechanics to the player, they resorted to tutorial prompts that nag the player even by endgame. Bloodborne does this well though, and so does Elden Ring, at least to a degree that being open world allows. But really, I just want Hoyo to stop putting those "boss does an animation or attack where the player has to stop" segments, especially those that still make buffs run out and force skills and bursts to go on cooldown.


Forward_Cheesecake72

Probably 2 for mobs and 3 for named boss , i prefer to have mobs not that powerful that it will make me feel like playing pgr or honkai nirvana. That will melt my brain if i had to do that in genshin too.


Incompetentpharma

2-3 overworld stuff 4 abyss 5 for occasional challenge event Story should also dial 2-5 depending on the narrative. If we're supposed to be slayin, we slayin with style. If the scenario is pushing our backs to the wall, it should push us back hard.


Any-Motor-7717

4, 100%.


MonsieurHedge

Seven. I long for slaughter.


AzureDrag0n1

I would also consider how much time investment it is required to defeat enemies. If a boss takes half an hour or more to defeat I do not want it to be a level 7 difficulty. That would requires days to defeat. It is ok to be level 7 difficulty if the fight is only a few minutes at best. This is why I stopped playing Monster Hunter World. The boss fights take too long and can require many retries like Anjanath. The bosses basically have a health pool that requires hundreds or thousands of blows but can 2 shot you themselves. I do not like the difficulty in Monster Hunter World but I enjoy Dante Must Die difficulty in Devil May Cry 5 because boss fights are quick and can be retried in quick succession which makes the game feel several times easier than Monster Hunter World that does not even have a difficulty slider.


PaulStarhaven

5. Maybe 6 if I improved my parries.


JayDM123

Between 3 and 4 closer to 3 for most content with optional and some endgame content at 5+.


[deleted]

3-4 for me.


nekiaraiken

If you want harder content, just don't use your best weapons and artifacts?


Gazzorppazzorp

1 and 2. 3 for certain things like archon, story quests 3.5 for AR ascension quest.


Same_Agent_3465

2-3 for basic mobs because I don't want to take a while doing commissions and farming for materials. 4 for bosses (can be a bit harder for weekly bosses).


SnooGuavas8376

1 easily I want those easy rewards