The inability to Anthem Leveling modify
Ability balance and weapon is a crapshoot, too. The Interceptor's Cluster Mine, by way of example, is strangely inefficient, failing to damage enemies it lands only two inches away from.
The inability to Anthem Leveling modify loadouts on the fly is thoroughly felt here, also makes experimentation more of a harmful deterrent rather than a fun process of trial and error. Similarly, it is frustrating that you need to end your trip to learn what loot you specifically found, because when you pick this up in the open world it's just a glowing box where just the rarity is exhibited.
Later on, Masterwork and Legendary items liven things. The Wyvern Sting sniper rifle, by Anthem Boosting Services way of example, has a bonus that increases stage harm while hovering. It is baffling that gear such as this, which prompts you to modify your playstyle to take advantage of a fascinating bonus and thereby adds significant variety to a game that desperately wants it, is reserved just for those with the patience to endure through a long grind.
Most of the variety there is in early fights is a result of the fact that the mechanical characteristic of Anthem's enemies is in fact quite excellent. The Ash Titan is comparable to a short raid encounter, also getting behind an Enforcer's shields to rupture their fuel tanks is always fun. However, like most items in this content-anemic world, their variety concerning pure amount leaves a lot to be desired. You'll see the great majority of unique enemies just a handful of hours with just Stronghold bosses and one or 2 Dominion baddies saved for later.