Prometheans Knights should of be boss battles

We all know that that Forerunners have powerful shields and armor. But I feel like they should of been more. Crawlers and watchers seem reasonable. Sentinals in Halo 2 were tough but not overpowered mainly because they weren’t made for pure combat and aren’t the most elite task force assault commandos of the Forerunner military force.

I would think one would be capable of holding there own against an entire squad of Spartans IVs. At least i was lead to believe this when MC got stomped on by a Knight in the original Halo gameplay trailer.

I find it a bit insulting how weak they are. In Halo Ce Guilty Spark tells MC his suit is basically not even a 3rd of the strength of a standard Forerunner combat suit. So at least the Prometheans should be 6 times more powerful than MC shield wise and than they have an armor made of materails that can withstand laser fire. Guilty Spark wasn’t even a combat machine and yet he took 3 laser shoots. So one would think that something that is made purely for destroying life would put hunters to same in strength, move faster than any Spartan, be more accurate than Linda and have all sorts of powers that would be mind blowing and nearly incomprehensible by our minds. Now solving everything within a few weeks( by Spartan Ops)

IDK maybe i should of seen this coming. I don’t think Halo has really ever incorporated anything from the books into the games that would make the feeling 1,000 percent more mind blowingly awesome.

P.S.trying not to offend 343i or anything but would of been too hard to add in a Promethean version of the sentinel Enforcers from Halo 2 or even Forerunner Seekers/ War Sphinx. Just saying since you know…fighting Didact was a anti climatic QTE. I don’t have problems with QTEs unless they totally strip an amazing part of a game and make the ending feel like the Devs didn’t even try.

I agree that the knight design was a little under-done, they should have felt more like a mini-boss battle, which means less of them would make an appearance. But in order to maintain game play with the number of knights you face you have to keep the mechanics close to what they are. A big problem is the AI, Knights are just plain dumb in terms of tactics and movement, and Elites aren’t much better this time around, there’s no feeling of dread when you see either of them because the AI is so predictable. You know what’s going to happen the moment you engage them. It feels like you’re fighting a robot when you engage a knight (yet their matrix is based off of a human mind that’s been composed). Only 1 type will rush you from a distance, and that’s only if you take it’s shields down to a certain point. Scatter shot knights will sit back, which makes no sense. They should be the ones porting all around trying to flank you at close range and being hyper-aggressive yet agile.
Similar issues with Elites but not to such a degree, they feel more like wimps now. They need to find some way to bring back that feeling of dread when an Elite (and now knight) turns the corner like in Halo CE and H2…without invoking the skull of Tilt…I hate Tilt, so much. But, I do like the campaign.

That said, I don’t want boss battles in Halo. Taking down Scarabs and fortifications fine, that’s fun and reasonable with the story. But single target bosses that have suped-up gear, no. H2 tried it and it felt so… un-halo-ish and cliche.