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Black Flag Resynced shipped three days ago and the Reddit discourse is already locked on one question: should I bump Combat to Hard or leave everything on Intended? The game’s four independent difficulty sliders look simple until you realize each one touches completely different systems—and the labels don’t tell you what actually changes under the hood.
This guide breaks down the specific mechanical shifts at each tier, explains which combinations work together, and gives you a starting point you can adjust mid-playthrough without penalty.
The Short Answer
If you played the original Black Flag, start with everything on Intended. That setting replicates the 2013 experience almost exactly. From there, raise Combat to Hard if parrying feels too easy—the new Perfect Parry mechanics chain kills so efficiently that Intended combat becomes a breeze once muscle memory kicks in.
If you’re new to Assassin’s Creed entirely, start on Forgiving for Stealth and Activities while leaving Combat and Naval on Intended. Stealth is more punishing in Resynced than in the original because the mini-map no longer exists; you rely on the compass and observation now. Forgiving gives you room to learn without constant reload screens.
What Each Slider Actually Controls
Combat Difficulty
This setting governs how much damage Edward takes, how aggressively enemies attack, and—critically—how wide the parry window is. This option affects how aggressive enemy NPCs are when you’re fighting on foot. On Forgiving, enemies wait their turn politely and red-glow attacks do minimal damage. On Hard, multiple enemies swing more freely, and mistiming a parry against a red attack punishes you harder.
Here’s the twist: regardless of the difficulty level, enemies tend to attack you one at a time unless there’s a mixture of ranged and melee enemies. Hard doesn’t turn fights into Souls-like mob pressure—it just shrinks the timing windows and raises the stakes per hit.
Stealth Difficulty
Stealth difficulty changes detection and enemy search behavior. On Forgiving, guards take longer to spot Edward, react slower to suspicious sounds, and give up searches quickly. On Hard, detection cones are sharper and guards actually investigate corners rather than shrugging at suspicious noises.
The removal of the mini-map in Resynced means stealth plays differently than in 2013. The mini-map that showed nearby enemies, points of interest, and enemy awareness no longer exists in this game. Instead, you’ll need to rely on the Compass at the top of the HUD, the observe mechanic, and your own survival instinct. If you found the original easy, Hard stealth might finally feel like a real constraint.
Naval Combat Difficulty
Naval Combat difficulty affects how much damage enemy ships do to the Jackdaw. This setting affects the difficulty of ship combat specifically. Boarding a ship and fighting enemies on foot is still under the Combat Difficulty category. Forgiving lets you tank broadsides without serious prep. Hard forces you to upgrade hull armor before picking fights and to survive naval battles on hard difficulty, you’ll need to recruit your officers for bonus maneuvers and master the Perfect Brace.
If you recruit Lucy Baldwin early through her quest, she unlocks the Perfect Brace ability—a last-second brace that nearly nullifies incoming damage. That single unlock trivializes Hard naval combat unless you’re fighting legendary ships.
Activities Difficulty
Activities affected by this setting include Harpooning and diving underwater at Sunken Ships. The main variables are shark aggression and breath-hold timer. By default, you’ll be able to hold your breath for around 1 minute and 45 seconds. Forgiving difficulty will increase the amount of air to 2 minutes, and Hard reduces the amount to 1 minute and 30 seconds.
If underwater sections stressed you in the original, Forgiving removes most of the pressure. If you want the diving sites to feel tense, Hard actually delivers—the timer is tight enough that you need to plan your route before descending.

The 'Hard Is Easy' Community Debate
Reddit and Steam threads are full of players calling Hard combat a joke. Setting the game to “Hard” doesn’t seem to do much. There is no challenge at all. The parry window is so massive a blindfolded monkey could hit it, and it triggers an unearned takedown every time. The frustration is valid—if you’re coming from Souls-style combat, Hard here is still forgiving by modern standards.
But context matters. You could half-afk through the original while occasionally hitting the counter button, it was that easy. Resynced’s Hard is noticeably tighter than the 2013 version—just not tight enough to satisfy players who want a punishing experience. If Ubisoft patches combat balance, expect the parry window and chain-kill ceiling to be the first targets.
Mix-and-Match Recommendations
I spent the first few hours on all-Intended, then bumped Combat to Hard after noticing I could chain-parry entire forts without looking at the screen. The shift made sword fights engaging again without turning the game into a slog. That single change—leave everything else, raise Combat—is my default recommendation for anyone who played action games in the last decade.
| Player Type | Combat | Stealth | Naval | Activities |
|---|---|---|---|---|
| Story-focused / new to AC | Forgiving | Forgiving | Intended | Forgiving |
| Original Black Flag veteran | Hard | Intended | Intended | Intended |
| Trophy hunter (easy Platinum) | Forgiving | Forgiving | Forgiving | Forgiving |
| Naval-combat enjoyer | Intended | Intended | Hard | Intended |
| Ghost-run purist | Intended | Hard | Intended | Hard |

How to Change Difficulty Mid-Game
To change your difficulty settings while playing the game, navigate to Options via the System Menu, then go to Gameplay > Difficulty Tuning. All four sliders are independent and can be adjusted anytime. Changes from the default difficulty of Normal are not permanent and can be changed at any time.
No trophy locks to any difficulty setting. AC Black Flag Resynced will not have a Difficulty trophy. You can complete the game with everything set to the lowest difficulty for an easy Platinum. If a mission drives you up a wall, drop the relevant slider for that section and raise it back after. The game tracks no ‘pure’ run.
The Bottom Line
Depends on what frustrated you in the original. If stealth felt clunky, start Stealth on Forgiving and raise it once you adapt to the missing mini-map. If sword fights were mindless counter-spamming, bump Combat to Hard immediately—the chain-parry is still generous, but at least there’s a timing window to hit. If naval combat stressed you out, leave Naval on Intended until you’ve upgraded hull armor and recruited Lucy Baldwin for the Perfect Brace ability.
Resynced’s difficulty system is forgiving by design—it wants you to tailor the experience to your weak spots rather than gate content behind a single slider. Use that flexibility.
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