Path of Exile: Heist
Level 47, and my poisoned, cyclone daggers are maturing nicely. I went all-in on support gems for the poison on Cyclone: Deadly Ailments; Unbound Ailments; Vile Toxins. Now I need to improve my defenses.
I noticed the changes to Heists, but haven't read up on them yet. At first glance, the fact that fights no longer raise the Alarm seems to remove almost all of the decision-making about how you navigate the location. It just seems dumbed-down, which is a shame. These games sometimes make things easier to accommodate the type of player who doesn't want to put a lot of thought into it, which would be fine if it was an option, but it leaves other types of gamers feeling short-changed. Moreso if it's something you put into the game and then remove. There's a phenomenon in psychology, I forget what it's called, where you'll make someone angrier by giving them something and then taking it away, than if you just never gave it to them in the first place.
I always like to see a big page of options in games, switches and sliders to customize the game experience beyond mere graphics settings and sound volumes. Boss fights, for example, are something that almost no game has ever gotten right, to my satisfaction. If I could wave a magic wand and replace all Boss fights with regular-but-tougher encounters or challenges, that just had higher stakes, I would do it in a second, and gaming in general would improve for me. The survival games that allow you to simply shut off the survival mechanics have the right idea (because survival mechanics are another thing that so few games get right - most of them shouldn't even try it). Another example (but I can't remember if this is a mod or integral to the game) is how Fallout 4 enables a change to the difficulty of combat, vis-a-vis the mechanics of applying damage: There's one difficulty setting that uses the ol' fashioned method of giving adversaries more and more Hit Points; but there's another that instead makes all weapons more dangerous, the player's and the AI's alike. It's not just a difficulty slider, it's two different styles of game.