You're confusing game difficulty settings and game progression indicators. I'm not talking about the latter.Difficulty is designed to work on a curve, where earlier enemies are easier to fight against than later ones, that's why it can be completely good and correct design to have enemies that don't require the player to have fully mastered the mechanics yet. Increased difficulty is meant to ramp up that curve even with earlier encounters.
In the case of the latter, then sure, difficulty should scale the further in a game's progression the player is (it often -- hell, usually -- doesn't, but that's a different conversation). But that's not my critique -- my critique is that a game's difficulty settings -- in other words, the governing variable, usually selected at the start of game play, that influences all challenges throughout a game regardless of progression within a single playthrough.
Going back to Halo 2, enemies behave differently across all encounters in the game, based upon difficulty setting. The distribution and rank of enemies differ, but for example, on Normal difficulty Covie won't pin you down with suppressing fire and may only occasionally try to flush you out of cover with grenades. On Heroic or Legendary, you have to stay on the move, be careful about how you move between pieces of cover, and think a couple steps ahead because Covenant will try to outmaneuver you while pinning you down, and flush you out regularly. Whether that's your very first firefight on Cairo Station, or the very last firefight in Delta Halo's Control Room.
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