‘Destiny 2’ missing a key ‘Fun’ switch in the season of the elect

I talked a bit about why Destiny 2’s Season of the Chosen goes well, with most focusing on loot and loot, which is much better than Beyond Light and Season of the Hunt. But I think it’s not worth it that Bungie seems to have turned a switch to change things fundamentally over all the new fight encounters we’ve seen this season, which makes things a very more fun.

That switch? “Hostility.”

This is true in both the three new Battlegrounds activities we’ve seen so far, and also in the repeated Devil’s Lair strike. This will probably also be the case for the fourth Battleground, Fallen SABER and the new strike, if current patterns show a trend.

Simply put, all of this means that Bungie is hitting more and more enemies per encounter. The difficulty of especially every enemy is not necessarily increased. Battlefields is a low power level event in the mode where champions show up, and yet you throw 15 falcons 20 legionnaires, 5 centuries, 3 colossi and 10 poles into an arena with a boss and it’s going to be hard by everyone to chop without becoming overwhelmed.

Tough but delicious! The Battlegrounds missions are incessant battle encounters, crashing wave upon wave of enemies at you, without any intervals. Things get really wild during the boss phase, as the more enemies appear the lower the boss’s health gets, and fighting among the crowd is just as important as burning down the boss.

Devil’s Lair illustrates how this principle also applies to strikes. I’ve seen Datto talk about how the Sepiks Strike is essentially just three rooms, much, much smaller than most Destiny 2 strikes, and yet it contains more real enemies than even the longest, biggest strikes in the game like The Corrupted of The Scarlet Keep. You can really feel it while playing, and even if Sepiks is the first Destiny strike in history, it feels more enjoyable and challenging than most current ones.

Destiny seems too often focused on length and environment, making strikes or other activities long, expansive matters, but matters where you can only fight a handful of enemies in a very long series of small rooms. But with Sepiks we can see that it’s nicer to just have a few large rooms with a ton of enemies in them. If you think back to the last activity that really had a wild enemy density in it was probably Menagerie or Escalation Protocol, both fans, but here it seems like in some cases we are even a level above it, and without timers or complicated objectives, it’s just a whole bunch of shooting, the thing on which Destiny is the best.

As such, I am excited to see both the new strikes and the final battlefield to see how this principle can be applied there as well. The exception to this idea of ​​‘enemy density’ is probably the Presage mission with its contempt, but it is understandable there, as the mission is mainly about solving puzzles with less focus. But who knows, maybe that will change as soon as the heroic version arrives here.

Destiny’s power has always been combat and I think it’s a pretty easy way to make activities more fun by just throwing a lot of enemies into encounters. I do not know if this was something that was previously not possible until recent changes to the rear and engine upgrades, and if it had nothing to do with it. But this is something we have not seen so far at this level.

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