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Is it bad design? Yes. But they don't stay bullet sponges forever.
As well as that, the engine limitations have only gotten worse in Lightfall. It's been proven that at 30 fps you're literally twice as tanky than at 60 fps, and then the same goes for 60 compared to 120 etc. This is especially noticeable on any hitscan enemies such as Hobgoblins, where in master lost sectors you can quite literally be instantly killed by a red bar Hobgoblin at 144 fps but can take 5 hits from it at 30 fps.
The light level of the mobs could be accounted for if we (players) had a feasible or more easily accessible means of gaining light level to match before we started encountering these huge disparities between ourselves and the mobs we fight...but no...you are dumped on Neomuna at around 1680 and just left at that point.
Strikes, bounties and lost sectors are of little help in climbing this hill.
It does seem like they intended for this to be the general progression unless someone was willing to breeze through the regular campaign and then spend hours farming strikes and battlegrounds until the softcap of 1750 and then tried to tackle Nightfalls / weeklies at a 20 light disadvantage.
I think the part that separates the "casuals" from the "hardcore" players is the knowledge of weapons, ability's, mods, enemy's and what they should do in specific situations.
when it comes to enemy's, is really that they are bulkier rather than just using gun that just is not good or has a bad roll? because even if "casuals" don't care about what rolls they have on their guns it is still a core feature of the game. i have seen that being the case for a lot of people who don't really care to learn how rolls can really help with higher light enemy's because even if its a high light weapon it doesn't mean its good.
So i think bungie purposefully made the campaign harder so people would have to pay closer attention to what gear they use as to not encounter the same issue in harder playlists.
and to be fully honest the PvP community is much smaller than you think because its mostly made of people religiously play PvP and the few who don't religiously play it are most likely there for a challenge or bounty.
and so i think that there are three communities in d2 "casuals" "pvp" and "PvE" and because of that i think bungie wont be able to appease all players of the community.
But with the changes to Vanguard and other areas were players will be 5-15 levels below the enemy by code then it has gotten harder and means for a lot of activities you won't be "overpowered".
Forcing people to use Strand with minimal abilities unlocked also did make parts of the campaign harder.
Putting all new exotic armor past solo legendary lost sectors means a lot of casual players will never obtain it.
(As an example: The ability to choose a "Classic" mode or a "Legendary" mode when playing the Witch Queen and Lightfall campaigns).
Raising the "floor" of difficulty for everything? That's bad, it takes away a lot of player choice.
Lightfall did have more than usual because Bungie specifically wanted Neomuna to feel more dangerous but this types of encounters aren't new and like you said as you level up they become more "accessible."