
Destiny 2
Bungie
I’ve talked a bit about why Destiny 2’s chosen season is going well, focusing mostly on loot and loot hunting, which have improved far beyond Beyond Light and Season of the Hunt. But I don’t think it’s worth it that Bungie seems to have fundamentally changed things from all the new combat encounters we’ve seen this season, which has turned things into a lot More fun.
This change? “Enemy Density.”
This is true both in the three new Battlegrounds activities we’ve seen so far and in the repeated Devil’s Lair strike. This will probably be the case on the fourth battlefield, Fallen SABER and the new strike as well, if current patterns suggest a trend.
Simply put, all of this means that Bungie is getting more and more enemies dirty by encounter. The difficulty of each particular enemy has not necessarily increased. Battlegrounds is a low-power event in the way the champions appear, and yet you throw 15 phalanxes 20 legionaries, 5 centurions, 3 colossi, and 10 psions into a sand with a head and it will be very difficult to hack all of them. without overflowing.

Destiny 2
Bungie
Difficult, but fun! Battlegrounds missions are uninterrupted combat encounters, launching wave after wave of enemies, essentially uninterrupted. Things get really wild during the head phase as the more enemies arrive, the lower the health of the head, and fighting among the crowds is as important as burning your head.
Devil’s Lair illustrates how this principle also applies to strikes. I saw 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 and longest strikes. long lines of the game like The Corrupted or The Scarlet Keep. You can really feel it while you play, even though Sepiks is the Destiny’s first attack in history, feels more fun and challenging than the current ones.
Too often, destiny seems to be focused on duration and the environment, doing long strikes or other activities, extensive matters, but in which only a handful of enemies can be fought in a very long series of small rooms. But with Sepiks, we can see that it’s more fun to have a few large rooms with one Yours of enemies there. When you think back to the last activity that really had a wild enemy density, it was probably Menagerie or Escalation Protocol, both fan favorites, but in this case it looks like we’re even one level above d ‘this level in some cases and without timers or complicated targets, is just a lot of shots, in which the best is the destination.

Destiny 2
Bungie
As such, I am excited to see both the new attacks and the final battlefield to see how this principle could also be applied there. The exception to this idea of “enemy density” is probably the Presage mission with its contempt, but there it is understood, as the mission is supposed to consist mainly of solving puzzles with less concentrated combat. But who knows, maybe that will change once the heroic version arrives.
The strength of destiny has always been their combat and I think a fairly simple way has been discovered to make the activities more fun by pouring only numerous enemies into the encounters. I don’t know if this is something that just wasn’t possible until the recent backend changes and engine updates, or if that has nothing to do with it. But it’s something we haven’t seen at this level so far.
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