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adaptively. I needed to make some changes to my runs by implying something new and fresh and without abusive skip to Trial, because in before I didn't need to spend time on map 4 to farm legendary (in more than half of my runs I always tried to rush even map 4, but now it's necessary as I noticed. Another thing is the gilded coast - now I'm always trying to search at least once before map 5 and going in to Bazaar if I can't find any golden shrine on the map. Also, if I see that my items are good or even perfecly fine and survivor fits for Void Field challenge I'm going there before Sky Meadow. I see that from developers was some kind of 'hidden message' to players (especially for monsoon) about stopped time in any hidden realm. And it's not about abusive and dirty strat for Artifact Sacrifice spam and direct skip in to Trials (that I've mentioned before).
I totally agree about some changes to Sky Meadow map, it definitely needs some tweaks about such huge hop in difficulty. No matter how fast or slow is your pace (is it 15 minute mark or 30 on that map) those bs, elite and tough spawns already waiting for you there.
Plus horde of many is still a problem even after patch, because for me they are still spawning once per 2 or 3 runs.
Honestly, I can only find two reasons as to why it might make combat so difficult.
1) The geometry of the stage is highly unfriendly to combat. This is ESPECIALLY bad with the teleporter event, because Worms are the only damn things that spawn (Solus Control Units can spawn but everyone knows they don't like to), and the terrain makes it super hard to hit the Worms. Also they just like to leave for some reason and go off the the other side of the map.
2) There's no fodder-like enemies except for the Lesser Wisps. The lack of Lemurians, Beetles, and Golems means that the average enemy is overall tankier and far more dangerous.