Frosty_Mentos Posted December 15, 2024 Share Posted December 15, 2024 I think what we got with new bosses and additions from rifts they bring great challenge value to challenging a player to re-evaluate their armor choices. Thulecite crown and Bone armor being only ways to deal with that which is fine on it's own, but I'd like to put on some pressure against glass canon types of characters not to have it easy doing damage from afar, bring in spells like fire and ice or even lightning into the mix to new enemies to go through armor directly and be more weary of player's health since armor shouldn't be the only thing that is standing between us and the enemy. Be very bold with the new enemy types cause people been really seeking challenge and putting resources at the test. Make enemies that are smarter, make the world progress in time like making Mactusks actually keep running or run faster from you instead of running back to base or even bring reinforcement like hunting packs. Ruins should have shadow chess pieces appear after clockworks die and melt from acid, but in easier form just remaining at their tier 1 with a rare chance to going to lvl 2. Imo post rifts Varg and moon Varg should have speed boosts increased cause they're extremely slow for something this huge and making so many steps. Bunnies and Pigs should start arming up with makeshift gear to compensate against the incoming dangers as well as survivors being the dangers to their beings in general. Rock lobsters need a rework or something to have ability to be dealt with (the masque update made my caves full of them) as well as giving more expensive rocks should grant longer loyalty. Pseudoscience station should grant a clockwork maintenance and upgrade kit to make use of gears and to make clockworks more refreshed, refueled and more useful in combat. Their existence is enigma, the AI is wonky at best with Bishops being weight by coming to hug the player despite being ranged, rooks literally destroy the rest of clockworks for no good reason when recruited, clockwork knights have issues with being a follower, if another clockwork is provoked and it's just on the edge of the screen it'll lose it's loyalty for whatever reason (though it might be the same with the rest of clocks too) In addition to clockwork armies being revived we should get bosses that would be as menacing and tanky as Toad underground to make up for having huge armies and needing big armies to deal with bosses. Have less bosses that are solo material. That is overdone already Klei, you forgot how many bosses you've made like that by now which some were by description you've given as being 'raid bosses' which needs a 'raid' not a single wolfgang or maxwell with a hambat or spells. Have high healths, sluggish powerful attacks and a big need for backup to do the damage with you. I have a lot of issues with bosses being very solo material as of late. I think Crab King kinda makes up for it, but even with a boat upgrade he really can't handle bees anyway nor do the crab guards help him with it. But bringing a raid of bunnies or pigs can be kinda hard cause boat upkeep required. If we get another raid boss but for the sea I think we should get some improved repair kits we could use. Maybe since year of dragonfly happened we could get a boat upgrade for lower fire spread/resistance on the deck. Link to comment https://forums.kleientertainment.com/forums/topic/162507-enemies-with-bursty-damage-combos-are-great-lets-improve-on-getting-more-ranged-enemies-many-other-ideas/ Share on other sites More sharing options...
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