I wouldn’t say that I’m sick of this, but I am frustrated with the outcome, if a bit angry. I didn’t ask for fantasist “can we get mobile release now” or “can we get more varied waves/bosses” or “can we get a wave editor”. Reverting to how skill levels originally worked is a change that could be performed in a matter of days and I genuinely believe it would improve the experience. It could make it a bit unfair (for the chickens), but I would not say it was more unbalanced than it is now (in detriment to the player).
I stand by everything I said. Nothing purchased with keys should decrease player performance, even if it increases rewards to compensate for it. Buying Superstar Hero should make you be a Superstar Hero, not deal three times less damage than when you started. The way it is now, it’s just a stupid name for a difficulty, when they could simply be called “easy, medium, hard” and so on. The conservative view that “SSH was always the hardest difficulty and that’s how it should be for all eternity” is disadvantageous to everyone. Some future players might buy skill levels expecting from their name and the gauge icon to be an ability that improves damage and find that in fact it is the exact opposite and possibly worse, a total waste of their keys.
I get that the game needs to be challenging for experienced players, but there are much more creative, engaging and generally not-cheap ways to increase the difficulty than simply increasing enemy health to ludicrous levels. You could decrease the pause between waves, make enemies use their attacks more often and so on, while letting players kill them as fast or faster than they did before. That example I gave was the most appropriate: a top 10 player should be able to Clean Sweep almost any wave (such as High Speed Chase, Three by Three, Raise the Curtain or Shoot and Scoot) with max power Utensil Poker and maintain a 90-95% kill ratio even on hard missions, if they also have the appropriate upgrades. If players want to handicap themselves when beating a game, they can do it without having to rely on a thing bought with in-game currency, like me and Orandza did for the ↯0 challenge. Any other score-increasing handicaps, like the ones seen in CI5, should be available by default, and not as an option that requires keys to unlock. Players can decide for themselves when they are ready to enable them and if they are worth the extra difficulty.
@InterAction_studios said that “Sometimes the randomizer will screw you over, no matter how good you are.” The one thing I want to avoid with this game is making it more RNG based. Getting killed by a random chick dropping waste just as you pass beneath it every once in a while is unavoidable, but it shouldn’t get much more random than that. If you are in top 10 players, the randomizer shouldn’t be able to screw you over on any regular mission. On endeavours that are near the edge of sanity, like the Hardcore mode we played in CI5 (which is SSH with all handicaps enabled), yes, you could get screwed over multiple times, since we had like 10 attempts before finally completing the entire game.