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You just said the one thing that I didn't want to hear -.- , If you are "not" a hunter, I went scrap warrior, so bascially because Solo wasn't balanced I am now screwed :/
"and I honestly don't believe that you put the enemies in the fight for ammo purposes when respawning crates would serve the same purpose"
I addressed that.
"respawning crates" makes no sense that would make it so you would only camp the crates rather than shift between add control and boss dps.
I can "camp" enemies too, if I go to a corner of the map and just melee the enemies as the enter whatever corner/room/doorway Im in, and its been done in other boss fights in games, you can easily make it so that crates respawn in random order around the room.
As Ive said in my first statement which you seem not to have even bothered to read, Ive seen this mechanic of infinite spawning enemies during a bossfight as a "plug" for difficulty because they cannot either A) Have a boss that has AI and mechanics that is challenging on its own, or B) Control player progression or estimate what the players current progress would be in relation to their story progress, which with this type of game would be damn near impossible since everyones experience is supposedly different, I mean Ive found larger types of unique wandering enemies that were slapped with a name and boss bar.
They are mainly for ammo supplying and yes slight artificial difficulty. But lets be real a lot of games are artificially difficult there's always some "cheese" mechanics thrown in. Is it annoying and boring? Maybe but that's a matter of opinion. It doesn't bother me because this game isn't hard to begin with.