Couldn't disagree more. Enemies doing double damage is a solid balance adjustment, because I recall WW having the weakest enemies of all the Zelda games, but I don't see that being enough to have a dramatic impact on gameplay. The removal of recovery hearts, on the other hand, could actually have pretty interesting ramifications. It totally changes the pace of gameplay, and gives bottles/potions a whole new significance (I almost never use potions in Zelda games), which then has an impact on the game's economy.
My understanding is SS's hard mode did the same thing, but I never experienced it.
I love the idea of enemy damage increase.
And I like the hero mode! I agree that it creates a different balance in supplies and pickups.
But that's not what I wanted for the main game. I wanted an better balancing of life and pickups.
Hero mode is a great addition, as I said, but could be just difficult for difficulties sake, as opposed to being fun. You might just creep around saving/loading just to make sure you have enough hearts to face a boss or part of the game. That would not be fun.
Well, maybe fun is the wrong word. I don't mind it being more difficult, I just didn't need an overhaul in game mechanics and economy change. I don't want a dramatic impact on gameplay, just a balancing to make it so that heart containers feel more Valuable. Which they do in hero mode obviously, but not such a dramatic change But it's not a big deal, as normal mode is still there.
So can you change hero mode mid file at any time? I read it as only starting a new file.