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It supposed to be hard because the mission has three modifiers
- Mettle - Your power level is capped at 1350 while the enemies are +15 power above you
- Legendary - Heavily shielded and highly aggressive combatants appear in great numbers.
- Galvanized - Combatants have more health and are more difficult to stun.
Source: https://www.thegamer.com/destiny-2-abhorrent-imperative-walkthrough/Post Souls-era game design, it is not hard, it is cringey and tiring. I wish game designers really appreciated the careful craft and intelligent encounter design instead.
Respawns are another thing, it is generally better to have respawns that are harder to tackle but have a good spacing, than respawns with very short intervals but otherwise arent interesting or add anything special to the game, just serves as a drain.
I enjoy well built challenges, but not worn/washed out cringe fests, those make me alt+f4 out of the game and play something else.
Souls design is like cotton candy, gets a lot of hype because it is sticky, thick, colorful, and gives a sugar overdose, but lacks any elegance, and a long lasting good taste. Instead of leaving us with a good experience it leaves a sick and tired feeling behind.
Destiny is in a very lucky spot, because the core gameplay can carry the poorly built encounters. Sound design, which is great btw, suffers most from the poorly made encounters, on most long end fights I actually had to mute the game entirely so that those 1-2 dominant sounds that shout for hours (respawns), dont degrade the game experience.
Im gonna guess your new or havent really played alot of end game content. But respawn restricted zones is very common. Also that fight in particular isnt that bad, you have a ton of cover options to take advantage of. I only died on that mission because I stopped paying attention to the action and got distracted by the scenery. The difficulty is the same as The Witch Queen campaign on legendary. Just have to deal with Errmis's stasis attacks.
This post is a confessional about the writer not understanding [any] game design.
use the walkways where the purple things don't go. use cover better. use the unlocked mods you have access to now better. switch to void and spam overshields and devour, switch to solar and spam heals, or switch to stasis and farm overshield and cause a ton of crowd control.
The boss ability is annoying, but it has a long windup time. You just have to pay attention to when it starts the cast and you have to move. Mostly, it's a long tedious fight, where you have to stay alive, moving when the boss tries to target you, and continually clearing adds, and only after that doing DPS on the boss.
So I wonder if this is Bungie's way of getting us used to min-maxing our builds more in future, or to just to put people off playing solo so they have to use LFG