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See also: everyone whining and crying handguns are bad because their super robot magnum more powerful than a railgun rifle ran out of ammo in a kill em all stage.
Tetrapods follow usual tetrapod logic, except they move at a higher speed and the main two things to dodge are the rocket and the jumping kick which makes them pretty vulnerable. A really good FCS for the range you try engaging them at makes them more manegable.
The regular enemies were rarely an issue.
You're right though, I don't think most missions mean for you to chug all your repair estus, especially if you're trying to S rank. They're there just if you need them. The early game artillery mission can shred newer players in a hurry.
I mean, even twin vertical missiles is a coinflip if they will hit the wheels or not. They love zooming around like ♥♥♥♥♥♥♥♥ way too much. To the point even the infamous needle gun can deflect when you pull the trigger when they were only 100m away,
Man I hate high health/damage enemies that are still programmed like a terrified glass cannon build afraid to be in the same zipcode as you. Only burrowing or otherwise "haha I am out of bounds can't touch me!" enemies are a more boring enemy type
That's a new thing for AC6. And even then you can punch, which is also new.
The older games had neither. Once you were out of ammo you were out. And you are sometimes forced to quit out of missions because of this if you had no laser blade.
The checkpoints does make the game a lot easier (or at least a lot more tolerable, given some of the bosses) but I think it's better than the old design of savescumming and taking the time to reload your data if you happen to fail a mission.