So we have the three difficulty levels, but there should be a button that enables Hero Mode.
In Hero Mode, the health and damage of all enemies is set to Expert, plus one party member, and five additional risks happen.
1. Hearts no longer drop from fallen enemies. Heart Attack forces out Tier 1 hearts, and Heart boxes drop only one Capsule.
2. No more 'tells'. You see that colored aura that appears before an attack? Gone. Disabled. You need to look at your foe and read their next attack out.
3. Enemies will regain some of their older AI patterns that were once in-game, but lost to the passing of time.
4. Enemies will now begin to analyze a player's strategy and move to counteract it. Charge-spamming with that Brandish? They'll split up, attemot to flank you as you charge up, smack you, or otherwise move to nullify it, for one example.
5. Your shield takes slightly longer to recharge and must face enemies to block all damage. You'll still block some if you face away, but you'll take, say, 20% of the damage. After doubling it.
At the same time, for those brave (or mad) enough to tackle this mode, four rewards happen.
1. All Crown and Heat gains are tripled.
2. Rarities drop far more often, on an almost 1:1 ratio.
3. High-level Materials drop more often.
4. Clearing a Mission in Hero Mode adds a crown to the icon, and doubles Prestige gained (Or, if you beat a mission once before activating Hero Mode, then ran it again and beat it under Hero, you would gain the Prestige from Hero Mode only).
So that's my suggestion, made rather hurriedly. Like it? Hate it? Have any constructive criticism? Please reply. Thanks!
-11/12/2015 12:38 AM EST: EDIT!
I've been reading your feedback. Thanks for offering ideas! Here's a few more tweaks to Hero Mode, some I had to think ahead of, others you guys suggested.
Vanaduke-Destroyer: Enemies will now move 1.5x faster, and enemy attack speed is given a 1.25x multiplier.
The crown will be it's own thing, added below the mission complete icon.
Equipment drops are given a small raise.
Adaptive AI may not actually be a possibility, but one can always hope.
Fangel: So, basically, enemies become tankier, but I feel like doubling the damage, or at least giving it a 1.5 multiplier, would add some more difficulty by making your mistakes punished far more harshly.
Heart Attack...Yeah, what you said there. Same with Heart Boxes, although I feel as though the Capsule should be scaled slightly. Maybe a T2 Capsule in T3?
Phantom teleportation - So basically, if you try to run away, the enemies will be all like, "You will not run from us!" ...This'd prevent a lot of the potential run away to farm-type players. Maybe have them show up in front of or at the player's side. As for the Mender shuffling...I'm honestly not sure how I feel about this. I want Hero Mode to be a challenge, not outright sadistic. Maybe at T3, have more Menders show up or something per encounter (coding in like 2 to 3 more of them wouldn't be too much added effort, right?)
Shield 2.0 as you suggest probably is a better idea than what I had in mind. I dunno. I'll revisit the idea of 'Actually face the attack to block it' when I'm not operating past midnight.
Stratum drop rates - All right. Sure. As for rarities, maybe a 1:2 ratio would work instead? I want Hero Mode players to really get their effort's worth.
And as for the limit - Yes, this will work.
Can't really think of much to expand on it. Lot of AI coding would be required, of course, but it seems feasible.
There was something similar called a "danger indicator" that was added and then removed a while back. It basically made the level more difficult if a higher-up rank joined a low rank party.