What I was trying to say is they had well over 5 months to >maybe< think that just raising stat changes wasn't going to please everyone. Not making you think I'm an idiot because you clearly don't have anything else to add.
I don't know that they planned on pleasing everyone. Indeed, I seem to recall them saying that Master Mode wasn't intended to be for everyone, but I don't have a quote for that.
Also, the primary reason to make a difficulty mode just a stat boost is
cost: cost in development time and effort. It takes far less effort to apply some broad stat multipliers than it does to create and playtest all new AI patterns. Since they decided from the start that Master Mode would only be stat changes, they clearly budgeted it appropriately. So it should have been obvious that they were not going to suddenly decide to invest more effort than budgeted, to take developer time away from the other elements of 1.4 just to make a higher difficulty mode more engaging for some people.
So the only possible thing that could have happened over those 5 months would be to scrap the mode entirely. And here's the thing: a mode you don't use
cannot make the game worse by simply existing. As such, 1.4 without Master Mode would be no more objectively better or worse for you than 1.4 with Master Mode. It might
feel better because it doesn't have this "higher difficulty mode" that you don't enjoy, but it wouldn't actually be any different for you.
I'm not saying you're an idiot for having hope for a different outcome. I'm saying that you shouldn't blame the developers for you choosing to have that hope. My overall point is that the developers set the expectations in a way such that you should not have been surprised by what you got. You may have wanted more, but they never
promised more based on the non-marketing information they supplied.
I never said or implied otherwise. Many people who like difficult gameplay do not like Master Mode. That's undeniable. But there are people who like difficult gameplay who do enjoy Master Mode even as it currently stands. They aren't wrong just because they disagree with the first group.
EDIT: Oh yeah. And Cenx only revealed the effects of Master mode only to the most devoted of the Terraria community, judging by her posting in Discord than Twitter. So it has not been marketed to everyone.
I don't read Terraria's Discord or Twitter, and yet I knew what Master Mode was back then too. I never said Master Mode was marketed to everyone, merely that everyone was told up-front what the changes for Master Mode would be.
But those games aren't always considered very good, and usually have at least something else to the difficulty other than stat changes. Look at Axiom Verge, which makes bosses have more attack speed in addition to making the player take more damage and deal less of it (made by one person, by the way), or Monolith, which has over 50 different difficulty settings, none of which give anything higher numbers and effect every single enemy in the game differently (Monolith was made by a FAR smaller studio than Terraria, by the way. I'm pretty sure D-13 has literally three people in it total.)
It's important to note that nobody is claiming that Master Mode is good
because it doesn't change AIs. What's being claimed is that calling the change "not more difficult" is just incorrect based on how people use that word. You don't have to like the difficulty it creates (and I'm totally with you on that), but it is undeniably creating
difficulty.
And it's interesting to note that the games you mention tend to be newer ones. In the old days, difficulty modes was just either more enemies or enemies with more toughness/damage. Again, this is not a value judgment, merely a question of definition.
Raising stats =/= Raising difficulty.
Terraria mostly focuses on bosses for progression. Expert mode makes changes to these bosses' AI to make them harder. Master mode makes ABSOLUTELY NO CHANGE to their AI, meaning you can repeat exactly the same pattern you've done in Expert mode and still win against the Master mode boss, it just takes much longer and is more annoying to fight than expert. Plus it is a lot more punishing for minor mistakes you might make, which just makes the game not fun overall. When you're playing in Expert mode you'll be worried about the upcoming bosses. When you're playing in Master mode you're worried about the random encounter that might cause 400 damage to you, instantly ending the fight.
The only problem I have with this argument is the leading sentence, which is simply not correct. "Fake difficulty" is
still difficulty even if it's largely unenjoyable. You've made a good case that the difficulty is unenjoyable. But it remains difficulty nevertheless.
If you're dying a lot to an encounter, that encounter is harder than one where you don't die much. If you're at greater risk of dying due to a "random encounter", then that encounter is harder than one where that risk is gone. If an encounter takes longer, with increased risk per-unit-time of failure, then that encounter is harder. Having to play perfectly for a longer period of time does represent increased difficulty.
That
doesn't make it fun, but it does make it
harder. This is the very definition of "fake difficulty": difficulty that isn't fun.