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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Edited by AbsolutZeroGI: 11/18/2023 3:11:09 PMRaids are like this too. Master difficulty is a slog every time. I felt that was a miss from day 1 because it's just GM raids, where the mechanics are the same, the enemies just have more HP and there are more champions. For the record, I have every raid seal except swordbreaker because I just flat haven't gone after it yet, so I'm not saying this from a position of not being good enough to do it. I just hate doing it now. It's not fun. I really liked the older raid seals where it was doing the mechanics a specific way and getting a flawless run was the way to do it. Now it's just LFG groups banging their heads against the wall doing the same old mechanics until a triumph pops out.