And boring. Bungie needs to learn the difference between artificial difficulty and actual challenging game design.
Throwing a hundred red bars with more shields and nine million health into an activity doesn't then make it more difficult; it's now just boring because it takes me three times as long to kill the same type of enemy I can fight on a patrol.
Champions are not difficult. They're dumb gimmicks that hinder any kind of interesting play styles and approach to an encounter. Every GM basically just boils down to sitting in the back of the map with a full team of wishenders until every enemy is dead.
If one weapon can effectively render your whole design philosophy for encounters obsolete, that's bad game design.
I feel like Tormenters are a good first step towards a boss type enemy that isn't just your run of the mill champion throw on a mod and win gimmick, unfortunately I feel like they have been critically misused by Bungie since their introduction. Anyway just my 2c.
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It's as simple as that. Ghosts of the deep is honestly my fav dungeon upon running it the 1st time. The first impression was - wow! However, every subsequent run was a tedious slog, which lead me to not playing it at all anymore. I can't stand the thought of running it again, and I have like 5 completions or so. Difficulty is OK on "one and done" stuff, but in a looter shooter - not at all. Either give us far easier way to overlevel content by a lot, so that everything becomes progressively easier the more we play, or just crank that sh down. This is not the way.