WIP: 0.10.0 Tentative Upcoming Changes #3 ENEMIES' NUMBERS

Before we get into today's topic, we'd like to state this disclaimer first. Last time we discussed balances, we talked about the game's difficulty and rewards. We've received a ton of ideas and suggestions on those topics and discussed in-detail on a lot of concerns regarding them with you players (and we encourage you to do more, we'd like to discuss the ideas behind everything we're doing so there are less misunderstandings). With that said, we won't leave you uninformed and will be rounding up our final decisions on the changes we're doing after we laid out all the tentative changes coming to the game's balance and make a conclusion post later in weeks to come.
Enemies' Spawn Balancing
Now, today's tentative changes are... enemy numbers! As we have mentioned time and time again, we do want to make a game where players feel like they're powerful. To us, this can happen through various aspects, but the one we'd like to focus on right now are the number of enemies you're battling.
tl;dr - we're increasing WEAK enemies spawn
In contrary to certain beliefs being thrown around by some players, we are not making a souls game, nor are we trying to make one or balance our game towards it. We don't know where the notion came from but it's a misunderstanding we'd like to correct. We wanted players to feel like they're crushing enemies and one aspect that deters us (alongside nodes and stats balancing) are certain visual clutters and game optimizations so generating a large group of enemies were never available. You can see that the current mission design is to spam you a few of the "WEAK" enemies alongside one or two "STRONG" enemies, and we've decided we're doubling down on that front as well as spending more time to further optimize the game which would allow us to increase that few "WEAK" into a lot of them instead, creating groups of enemies.
In conjunction with the difficulty and rewards changes, this change should allow players to feel more powerful, either swiping down groups of enemies with melee, mowing them down with single target shooters, or explode the group with the various weapons they have as well as helping players complete certain blueprints much faster than before.
The change will be extremely obvious in certain challenges but will start to be apparent in story missions after a while (just to give some leeway to earlier missions and newer players), and we hope that this change will solidify our game's direction further as a power fantasy game. We'd also like to mention that we're internally experimenting on ways to make certain enemies engage more with players (instead of the chase -> stop -> hit) and if we see a good result from any of the experiment, we'll be sure to discuss them with you! As always, feel free to join our game designer in our discord, linked below, and give him your opinions on this change or any other aspect of the game you'd like to discuss.
Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe