I just want smooth animations.
H3 did not have it (and I did not write this coherent observation).
In Reach, there’s still an overall speeded up feel (even on lower difficulties). Skirmishers, Drones, Elites can move faster than you can. Grunts, Jackals, Shade turrets, most enemies can fire at impossible rof. Grunts and Jackals in particular can fire standard shots almost immediately after firing an overcharged bolt. Jackal shields recharge very quickly. Firing at a Hunter when it’s lowering it’s shield after raising it will cause it to instant raise it. The enemy response time to needle rifle needles is very fast; the dive distance is very big compared to CE AI. And of course, on higher difficulties, the projectile speed of every weapon gets a speed boost. It’s no wonder why troopers get destroyed. The enemy AI aren’t designed to fight your allies. They’re designed to fight only you. Yet despite all this, the AI are very sluggish and absolutely slow when meleeing. This is especially the case with friendly AI.
I noticed great improvement with H4’s animations. The player was able to hit the 2 Grunts and Jackal before he could get fired upon. In another video, the player missed the Jackal but could have had plenty of time to go back to cover. The sword Elite’s clambering wasn’t necessarily clumsy. The Promethean Lancer can be anticipated. The Promethean enemies are very believable.
H4 sounds like it will fix what Bungie ruined while still maintaining fast gameplay. And no, they aren’t necessarily making it easy. The difficulty emphasis is on the AI + numbers + diversity for a change.
The Bungie way (increase rank, increase health, increase damage, supplement enemies with game design, severely weaken or disadvantage player) is a fail difficulty. I hope to never see a damage sponge or severely limited gameplay: slow movement speed (Reach), grenade count of 2 (H3, Reach), fall damage from a small height (Reach), less time for camo (H2, H3), armor ability immobilizing you (Reach), easily exploitable turning melee (H2, H3, Reach), unnecessary actions like crate climbing (H2, H3, Reach).