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Most elemental rakks are bad enough, chubby rakks at least are money/loot pinatas to counterbalance the annoyance, but those chromatic rakks....
Definitely the reason my moze brings homing missiles into the one arena, and why my brawler siren took so many tries to clear it.
Fat Rakk are also a pain in the ass in the Cistern of Slaughter. At least the Rakk in this game don't make annoying noises this time.
Nothing annoys me more than these, especially as elemental Amara
But I hate the enemies that cacoon themselves because sometimes (a lot of the time) the cacoon/egg can ignore damage.
But the badass chromatic rakks are up there as well.
And normal militants, you should be able to destroy their shield with fx. corosive, or at least able to shoot a hole in them, or their stagger animation could be longer.
I like hard enemies you need to think a bit to beat, but I draw the line at immune to damage 80% of the time, UNLESS it's a boss you only can damage with criticals.
All of that fast erratic movement, ugh
While my brawler siren hates those rakks with a burning passion, they are not so bad for Flak, who has his own rakks.
nearly every anointed: bullet sponge, teleport, immune phases, 'antman' tinks, short cooldown skill spamming
edit: those badass zealots with machine gun rocket launcher: high damage with blinding vfx
with the coming Mayhem 2.0, I really hope Gearbox would take the chance to review the balance and design of enemies, and not repeating similar mistakes in BL2 uvhm
there is difference in 'challenging' and 'annoying and not fun due to design'
edit: just something off-topic, if possible, better not to balance high level content around all those damage-adding anointment, this just make power creep even worse, and leave casual players in frustration. The Maliwan Takedown with optional True Takedown Mode for extra challenge can be a good direction