* So the main point of making this is to follow up the handgun and bomb damage buffs, and the final retrode nerf (of course, following even other retrode nerfs and the nerfing of many monsters in the clockworks). Even an average person has told me that once he started Tier 3, he felt like it wasn't what tier 3 should be.
* It is fine that we would rather buff things that players use instead of nerf to reduce the rage. Nothing is wrong with that, I would not want to deal with it either since it can result in players quitting. However, once our enemies are nerfed and we are buffed there needs to be a way to counter it. That is what this suggestion is about.
Difficulty levels: Normal -> Danger -> Expert -> Master. Sorry if the names suck, we get the idea.
The good thing about different difficulties is that any player can change it in options or keep it where they want it to be.
There is not an award for having a higher difficulty. It is just something that can be used to make the game more fun. However, if there was to be an award, it should be something like a rare chance to find a costume piece. That way, we don't mess with the market and it is easier for the market to be controlled by the devs.
Normal: Monsters deal 1x damage, have 1x health, and receive 1x healing. You are allowed to revive with energy or another player's health.
Danger: Monsters deal 2x damage, have 1x health, and receive 1x healing. You are allowed to revive with energy or another player's health.
Expert: Monsters deal 2x damage, have 2x health, and receive 1x healing. You are allowed to revive with another player's health, but not with energy.
Master: Monsters deal 3x damage, have 3x health, and receive 2x healing. You are not allowed to revive with energy nor another player's health. You will immediately return to Haven after dying.
While I'm all for people getting what they want, this seems kinda like...
I'd love to have random Red Chapeaus drop for no reason though. So, +1.