I was not mocking you. I simply pointed out that your example was useless, because balance in solo player games is irrelevant for this discussion. If you think that pointing out facts makes me an ass... go figure what is wrong with you. Yeah... it is an example. Examples are supposed to be useful in a specific context. Yours is 100% useless in the given context. You say it yourself, no suggestion to model ember after Dark Souls. Why even mention it, then? Everybody knows that there are skill based PvE single players (open or not doesn't matter here). Everybody knows that there are skill based PvE multiplayer games. Everybody knows that there are skill based open world PvP games. Seemingly, nobody knows even one skill based open world PvE multiplayer game, or has a decent idea as to how the content should be balanced, and how individual skill would impact. We would need an example for that. For nothing else. Like i said. Except, it won't matter when an individual fails, because there are many others. I keep repeating myself, but it seems to be necessary since you guys do not get it. In an instanced fight with a limited number of players (5-20), it matters, when an individual fails. The enemies are balanced for that limited number of players and the platoon loses 5-20% of max effectiveness for each person failing. When the fight is in the open world, what are the numbers that the enemy strength, number and HP are balanced around? Independent of that, when 1 player in 200 dies, nobody notices that. The IMPACT OF SKILL/FAIL is low. The AI goes after the weakest link? How is determined, who is the weakest link? How is that supposed to work? If somebody just stands there, somewhere in the area, they focus that guy down, because that guy seems to be the weakest? You talk about how stuff is supposed to be, but say nothing about how it is supposed to work. How does that affect the overall fight? If one individual dies and there are at least 100 people fighting in the same area, nobody will notice that. Individual skill does NOT matter then. Only the average skill matters, because it only matters, when many people are dead at the same time. In FireFall, building a proper setup with perks, modules, prefixes etc was probably the most important part. In FireFall, there were instances. Instanced had exclusive rewards and required a certain amount of skill. It was only in the instances, that individual skill and team play mattered. Ember is supposed to be a spiritual successor to FF, but without instances. Now again: how do they intend to make skill and coordinated team play matter? As i already explained multiple times, it seems like it will be all about player numbers, when it comes to winning any kind of fight and all about time investment, when it comes to progressing. You do the same thing, yet again. You say what it is supposed to be, but no explanation as to how that is supposed to work. If it isn't hard, why don't you tell me how to balance open world multiplayer PvE content?