So far, Power level has only been a glorified progression gate, slowly allowing you to not be too weak in certain activities, but beyond that (from what I've learned) you gain no advantage when your power level is over the minimum requirement.
Is that still going to be how power levels work in Forsaken?
Edit: I don't think we should steam role night fall or raid bosses (although that would be fun near the end of a season), but being 10+ the minimum requirement should have noticeable impact without having to bust out a calculator and carefully measure each damage number to figure out the advantage. You don't want us to over power an activity too much? Set the requirement really high. Easy peasy.
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If you didn't have challenging enemies up to your level, it'd be boring one-shotting the shit out of everything. The problem is that the challenge should not come from [i]only[/i] light level or enemy HP or whatever. If the enemy A.I and stage design were crafted to be more challenging, we could find us a happy middle ground. Even though I wasn't impressed doing Redux missions, stuff I'd already done, I actually wish that the first campaign play through was the way the Solstice Redux missions were. It wasn't just that enemies could take more licks. They actually designed the levels and enemy placement in a way that made things challenging. Lots of majors and ultras among the ranks of regular adds. Turrets in places that would kill you if not careful. Enemies in areas like the turbine or near other hazards. Dogs swarming you while snipers took pot shots. If they just had a bit better AI or enemy strategy, pair it with that level design and enemy placement, then give it Forsaken's upcoming weapon slot system, and make the damn supers and abilities actually wreck, the game might feel challenging while making you feel powerful. But you're never gonna do that with a number. The game mechanics are what need to change the most.