
Destiny 2
Bungie
We talked a little about why Destiny 2’s season is going well, focusing mainly on prey and prey tracking, which have been greatly improved both beyond the light and the hunting season. But I don’t think it’s worth anything because Bungie seems to have fundamentally changed things about all the new fighting encounters we’ve seen this season, which has made things a lot More fun.
That switch? “Density of the enemy.”
This is true both in the three new Battlegrounds activities we’ve seen so far and in the halfway point of the Devil’s Lair strike. This will probably be the case on the fourth battlefield, Fallen SABER and the new attack, if current models suggest a trend.
Quite simply, this means that Bungie is blocking more and more enemies on the encounter. The difficulty of each enemy in particular was not necessarily increased. Battlefields are a low-power event in the way champions appear and yet you throw 15 phalanxes 20 legionnaires, 5 centurions, 3 colossi and 10 psions into an arena with a boss and it will be hard to get through them all without being overwhelmed.

Destiny 2
Bungie
Tough, but fun! Battlegrounds missions are non-stop fighting encounters, throwing wave after wave of enemies at you, essentially without breaks between them. Things get really wild during the boss phase, as more enemies arrive, the boss’s health is lower, and the fight through the crowds is as important as the boss’s burning.
Devil’s Lair illustrates how this principle also applies to blows. I saw Datto talking about how the Sepiks strike is essentially just three cameras, much, much smaller than most Destiny 2 blows and yet contains more real enemies than even the longest and biggest strikes in the game, such as be The Corrupted or Scarlet Keep. You can really feel this while playing, and even if Sepiks is Destiny’s first blow in history, feels more fun and challenging than the most current.
Too often, Destiny seems to focus on length and environment, doing strikes or other long activities, large businesses, but those in which you might only fight with a handful of enemies in a very long series of small rooms. But with Sepiks, we can see that it’s more fun to have just a few large rooms with one your of enemies in them. When you think about the last activity that really had a wild enemy density, it was probably Menagerie or Escalation Protocol, both fan favorites, but here, it seems that we are even at a higher level than in some cases and without timers or complicated lenses, it’s just a lot of shooting, which Destiny is the best.

Destiny 2
Bungie
As such, I am delighted to see both the new strikes and the final battlefield to see how this principle could 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, given that the mission is supposed to be mainly about solving puzzles with less focused fights. But who knows, maybe that will change once the heroic version gets here.
The power of destiny has always been his struggle and I think he has discovered a fairly easy way to make activities more fun, throwing only a lot of enemies in meetings. I don’t know if this is something that just wasn’t possible until the recent backend changes and engine updates or if it has nothing to do with it. But it’s something we haven’t seen at this level before.
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