Seriously, what’s with the insane difficulty spike between optional and story missions in Blacklist? It’s like they either want to make it so that only co op undertakings are viable (completely shitty since there are only one or two prescripted co op “moves” per mission) or they want to force your hand to buy shitty weapons/equip dlc (which is massively OP, and only the bought items are at the higher end of the specs from what I’ve seen so far.)
That, coupled with Saints Row IV actually having an inverse difficulty curve (Hard at the beginning, easy at the end.) and the fact that the only way SR4 seems to have been designed around being OP as shit having superpowers is to simply take them away has aggravated me more and more over the past few days. Questionable design decisions throughout.
Blacklist, cater for a co op player; have a slightly different layout / difficulty of enemies (more armoured ones in coop compared to solo to take advantage of the dual execution moves for example, more enemies in co op, with requirements in missions to sync moves, even on other sides of the map) while balancing properly for the solo player. If people want to pay2win just fucking let them, why balance a level around premium content on top of the price of the game?
SR, look at prototype, god knows you’ve ripped it off enough. It had a habit of catching you out at just the right moment. Every time you started to get comfortable with how OP you were it would have the enemies bring out more powerful, more varied enemies accordingly to counteract your growing abilities. Easy at the start, hard at the end, a staggered curve with spikes and flats, but always tending up.
But hey, I’m being deliberately belligerent here, so sue me.