I’ve talked a bit about why Destiny 2’s Season of the Chosen goes nicely, focusing totally on loot and the loot chase, which have been a lot improved over each Beyond Light and Season of the Hunt. But I believe it’s price nothing that Bungie appears to have flipped a swap to essentially change issues about all the brand new fight encounters we’ve seen this season, which has made issues much more enjoyable.
That swap? “Enemy density.”
This is true in each the three new Battlegrounds actions we’ve seen up to now, and likewise within the reprised Devil’s Lair strike. It is probably going going to be the case for the fourth Battleground, Fallen SABER and the brand new strike too, if present patterns counsel a pattern.
Simply put, all this implies is that Bungie is jamming in increasingly more enemies per encounter. The issue of every enemy specifically has not been elevated, essentially. Battlegrounds are a low energy degree occasion within the mode the place champions present up, and but you throw 15 Phalanxes 20 Legionaires, 5 Centurions, 3 Colossi and 10 Psions in an area with a boss and it’s simply going to be powerful to hack via all of them with out getting overwhelmed.
Tough, however enjoyable! The Battlegrounds missions are continuous fight encounters, dumping wave after wave of enemies on you basically with no breaks in between. Things get really wild throughout the boss part because the extra enemies arrive the decrease the boss’s well being will get, and preventing via the mobs is simply as necessary as burning the boss down.
Devil’s Lair illustrates how this precept applies to strikes too. I noticed Datto speaking about how the Sepiks strike is actually simply three rooms, a lot, a lot smaller than most Destiny 2 strikes, and but it incorporates extra precise enemies than even the longest, largest strikes within the sport like The Corrupted or The Scarlet Keep. You can actually really feel that as you play, and despite the fact that Sepiks is the primary Destiny strike in historical past, it feels extra enjoyable and difficult than most present ones.
Too usually, Destiny appears to be centered on size and setting, making strikes or different actions lengthy, sprawling affairs however ones the place you would possibly solely battle a handful of enemies in a really lengthy sequence of small rooms. But with Sepiks, we will see that it’s extra enjoyable to only have a number of large rooms with a ton of enemies in them. When you suppose again to the final exercise that really had some wild enemy density in it, it was in all probability Menagerie or Escalation Protocol, each fan favorites, however right here, we appear to be even a degree above that in some situations, and with out timers or sophisticated targets, it’s only a entire lot of capturing, the factor Destiny is greatest at.
As such, I’m excited to see each the brand new strikes and the ultimate battleground to see how this precept is likely to be utilized there as nicely. The exception to this “enemy density” thought might be the Presage mission with its Scorn, but it surely’s comprehensible there, provided that the mission is meant to be primarily about puzzle fixing with fight much less of a spotlight. But who is aware of, perhaps that may change as soon as the heroic model will get right here.
Destiny’s energy has all the time been its fight and I believe it’s found out a fairly simple solution to make actions extra enjoyable by dumping simply a great deal of enemies into encounters. I don’t know if that is one thing that merely wasn’t potential earlier than till latest backend adjustments and engine upgrades, or if that doesn’t have something to do with it. But it’s one thing we actually haven’t seen at this degree till now.
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