The idea of letting you tinker with the difficulty on the fly to alter your rewards is one that I just love to death.
The first (and only) time I saw this was in The World Ends with You, and once I wrapped my head around it I stopped understanding why it wasn't a staple mechanic in any RPG that could make comfy use it.
Want to fight easy enemies? Fine! But they don't drop anything good. Want that rare item to drop every time? Well, if you can kill its carrier with 1/10th your normal health, have at it. Oh, you want the good stuff? Turn it up to Ultimate, and see if you can even survive.
A self-balancing mechanic that also eliminates wasted time and effort? Genius.
The first (and only) time I saw this was in The World Ends with You, and once I wrapped my head around it I stopped understanding why it wasn't a staple mechanic in any RPG that could make comfy use it.
Want to fight easy enemies? Fine! But they don't drop anything good. Want that rare item to drop every time? Well, if you can kill its carrier with 1/10th your normal health, have at it. Oh, you want the good stuff? Turn it up to Ultimate, and see if you can even survive.
A self-balancing mechanic that also eliminates wasted time and effort? Genius.