Agreed.
There is a massive skill gap between what henry learns in the tutorial and what he can expect to experience after being thrown into the ensuing hell of the real world
Take the sword fighting skill as an example. The level of difficulty between the sword fighting training NPC and those soldier NPCs felt like a rubber band effect. a severe spike in enemy ai difficulty that you get in fallout 4. Like trying to fight a Glowing Sea Deathclaw right out of the vault in Sanctuary.
Despite the sword melee training moving at a snails pace, henry was always successful â regardless of how poorly I performed in tactically trying to maneuver him. LOL
This incompetence on my part proved deadly for henry when i foolhardily attempted to help the tavern maid at the tutorial end. Or after henryâs next resurrection. reconsidering this fallacy and trying to face off 1-on-1 with that soldier who was stalking henry from the castle. âŠ
Some 14 or so horcruxes later of poor Henry, I gave up and just had him try to flee the village. But he just kept failing in that from bleed out. Thereâs no way to partially heal him on the fly (even with that healing potion or doing a schnapps/save) before he gets attacked by those archers on horseback.
So an Easy/Normal/Hard/Legendary(Survival) mode wouldâve been much appreciated at the very start of the game. Scale the level of combat/skill set difficulty relative to what the player experiences in the tutorial. Gradually ease the player into the sandbox element of combat for a few missions after they escape the town. After that, itâs anything goes based on the level of difficulty selected at the start of the game.
The way it is now, the game has become an undesirable grind with this Dark Souls/DID dynamic.