So, MPQ has attempted to play with difficulty a few times, only to get chewed out by the forums because, well, they made things hard. In an event like Galactus, where you get locked out for 8 hours after trying and progression assumes you win every time to get the highest rewards, that’s really kind of awful. In any other event however, higher difficulty shouldn’t be a bad thing.
What currently makes it a bad thing is health packs. They’re limited for a reason that I don’t think has been well defined or articulated. Sure, it’s something else that would otherwise make us spend money, but I don’t feel that’s a worthwhile reason to have them - a greater revenue stream would be to allow players to play all the time and then charge small amounts for things that players would use more by virtue of playing more (boosts, etc). Especially if health packs aren’t large sources of revenue, I don’t see why maintaining them is good in a business sense. By removing health packs and reducing the down time of all characters to manageable amounts, I believe MPQ could achieve similar results - penalizing a player for taking damage / dying, without removing the desire to try new, different, and even difficult things. If nearly dying costs my Iceman to have to wait 15 minutes to heal, I can play with other teams while he heals then come back to him once he’s healed. If I let him die and it takes 45 minutes to come back (with full health) from death, well, that’s my incentive to not let him die and even if he did, I’m not out too much.
If MPQ wanted to keep health packs around to create hard stops in things like PvP, then break health packs out into particular events. That requires more back-end storage, as you’d also have to track roster health per event, but given that we’re already tracking points per event I believe the code base is pretty much already there. Then MPQ could make a really, really hard event that players could wipe their entire roster on, but still turn around and do their PvE / PvP like normal.
Essentially the fundamental problem with adding difficulty is that it impacts every other aspect of the game. You can make it so that we’re “supposed to lose” against Galactus, just make it so that once we lose we can go do a different event without any penalty (making the rewards realistic for a “supposed to lose” scenario would also help). Why should we want to do something that’s incredibly hard, if it makes doing all the things that aren’t incredibly hard impossible to do?
With proper changes to health packs the developers AND the players could get what they want, which from what I’ve seen is a pretty rare feat despite “win-win” being thrown around everywhere in the world.