The modifiers don't really help it at all since every enemy is too spammy with 100% accuracy with both weapons and grenades. The other issues I thought were more of an annoyance were also the where you lose your super because of some of the immune artifact that radiates light suppressing signal but because it's Strand (Darkness) you can destroy it. Small corridors and the incendiary cabal were also an issue.
What really amplifies this is the mission in which you go back to the Splicer's season-level design to kill a minotaur so you could [b]Master[/b] [i]Strand[/i]. You are in a circular room, with four enemy spawn points, and you have to be on the move in a claustrophobic environment. One single mistake can make you restart the level all over again. Since you are unable to customize the Strand subclass yet that just adds unnecessary difficulty.
All I would like to know is what happened to the so-called surges and threats in the legendary campaign. Why didn't that make an appearance?
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