Independent sliders
Assist Mode
Assist Mode in CONTROL Resonant exposes independent combat sliders you can move without surrendering trophies.
Enemy Aggression
How aggressively enemies swarm from off-screen
Perfect Dodge Window
Timing window for a perfect dodge
Enemy Projectile Speed
Speed of incoming projectiles
Incoming Damage
Damage Dylan takes
Outgoing Damage
Damage Dylan deals
Outgoing Falter
How fast Dylan breaks enemy posture
Power Recovery Speed
How quickly supernatural resources refill
Enhanced Melee Magnetizing
Aim assist toward melee targets
Immortality
Prevents Dylan from dying
One-Hit Kills
Enemies die in one hit
One-Hit Falters
Enemies lose posture in one hit
No Assist Mode sliders match those filters.

Lead gameplay designer Sergey Mohov listed eleven controls: Enemy Aggression, Perfect Dodge Window, Enemy Projectile Speed, Incoming Damage, Outgoing Damage, Outgoing Falter, Power Recovery Speed, Enhanced Melee Magnetizing, Immortality, One-Hit Kills, and One-Hit Falters. Several move both easier and harder. Trophies are not gated. Search and filter the slider list; every row keeps the published effect sentence. The range input is a direction aid, not an in-game numeric dump Remedy never printed.
Trophies stay unlocked
Sergey Mohov's post is the source for the no-trophy-gate rule. Assist Mode is not a story difficulty that voids a platinum. You can open Immortality or One-Hit Kills and still earn trophies. That is the opposite of the usual 'easy mode disables achievements' pattern, and it is the reason Assist Mode is a control reference instead of a shame list.
Direction both means the slider is documented to move easier and harder. Enemy Aggression, Perfect Dodge Window, Enemy Projectile Speed, Incoming Damage, Outgoing Damage, and Outgoing Falter all sit on that axis. Direction easier means the published description only talks about making the game gentler: recovery speed, melee magnetizing, immortality, one-hit kills, one-hit falters. Filter the list with All, both, or easier. The search box matches name and effect text.
Sergey Mohov listed eleven independent sliders and said trophies stay available. Immortality, One-Hit Kills, and One-Hit Falters sit on the easier-only side. Aggression, dodge window, projectiles, and both damage axes move both ways.
Which slider for which problem
If enemies pour in from off-screen, that is Enemy Aggression. If a perfect dodge never triggers, that is Perfect Dodge Window. If projectiles feel unfair, that is Enemy Projectile Speed. Incoming Damage is what Dylan takes; Outgoing Damage is what he deals; Outgoing Falter is how fast posture breaks. Those six are the street-fight cluster.
The easier-only cluster is the panic set. Power Recovery Speed refills supernatural resources. Enhanced Melee Magnetizing is aim assist toward melee targets, which matters because the Aberrant is the sequel's identity. Immortality prevents Dylan from dying. One-Hit Kills and One-Hit Falters collapse enemy health or posture in a single hit. Use them for a Resonant you cannot read yet, then walk them back; the sliders are independent, so you do not have to take the whole panic set at once.
Search matches the published name and the effect sentence. Filter All, both, or easier. The count line reports how many of the eleven rows remain. Empty results tell you the query missed every slider, not that Assist Mode vanished. TrophyGated is false on every row Sergey Mohov listed.
Assist Mode and the Aberrant
Enhanced Melee Magnetizing is the slider that exists because Dylan's published kit is a shapeshifting melee weapon. Perfect Dodge Window is the timing sister. Outgoing Falter is posture. Incoming Damage is what the Hiss and Resonants return. Tune those four before you reach for Immortality; the independent sliders mean you can widen a dodge without turning Dylan unkillable.
Enemy Aggression and Enemy Projectile Speed are the street swarm pair. They move both ways, so you can also harden a fight. Power Recovery Speed is easier-only and sits next to the Gap-facing supernatural resources. One-Hit Kills and One-Hit Falters are the last resort pair for a Resonant you cannot read. Eleven rows, two direction tags, trophies still on.
Enhanced Melee Magnetizing exists because the Aberrant is the sequel's identity. Pair it with Perfect Dodge Window and Outgoing Falter before reaching for Immortality. Enemy Aggression and Enemy Projectile Speed cover off-screen swarms on warped blocks.

Sources