After a certain point everything feels trivial. Food is near limitless (especially if you actually enjoy making food and do it routinely, which I do) and the enemies and bosses are pushovers. The only enemy that really fights back is the centaur. Every other enemy and boss in the game -- save for maybe thunderbird gannon in gerudo -- basically just let you kill them.
In the opening hours I had a feeling of mystery and danger because there were difficulty spikes, and with only 3 hearts, there were things that could one shot me. The lightning could kill me. Lightning bats could kill me. That was fun.
Yeah, I agree with this.
For Hard Mode, I'd want these changes:
- Consumables require Link to complete a small real-time animation, which is interrupted by being hit (and can't be done under certain conditions where that would make sense).
- Consumables cause health to tick up slowly over time, rather than restoring instantly.
- Fairies can only restore Link to five hearts.
- If Link has three fairies in his inventory already, others will flee and can't be caught (or maybe fairies need bottles, which can be slowly unlocked, so early on you can have at most one fairy then by end-game three).
- Hearty items don't stack.
- All Champion Abilities reduced to one use, cool down increased so as to be usable once per reasonably long fight at most.
- Urbosa's Fury has its damage reduced to 100.
- Mipha's Grace restores Link to only five hearts.
- You can't inflict damage to an enemy under Stasis, only apply momentum.
- Enemies ought to be able to block arrows better if aware of them by using shields or even just swiping them out of the air.
- Reduce many knock-downs to hit-stuns and remove many hit-stuns outright.
- Common enemies move slightly faster - you need to use stamina to escape, rather than relying on the default run-speed.
- Multi-show bows do actually consume the correct number of arrows.
- Ancient Arrows have their damage bonus reduced to 15.
- Armour values are halved across the board.
- Parry requires an applicable shield - no smashing back lasers and fireballs with something made of wood.
- Defence Up bonuses are halved across the board.
- Slow-downs in general are reduced, especially Flurry but also Hang-Time.
The idea is not to increase tedium by just making all enemies hit sponges, but make sure you actually plan encounters.