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Aside though. really anything small to break the monotony could do it. In other threads I've mentioned making enemy variants who have a slightly different aim pattern, like a golem whose shot tracks better but has inertia to it. The way to avoid that would be to change your direction before the shot goes off, as opposed to sprinting and bunny hopping. It doesn't clash with the usual either, since you can still sprint and bunny hop in the other direction.
Not overly complex. Just actually different enough to elicit a different response.
I commonly bring this thing up on "automate sprint!" threads because how many people want that sort of highlights how useless as a whole the button is.
Sprinting is the default, because all you have to do to avoid stuff is bunny hop and sprint. It shouldn't be.
Still, current enemies are bland as fork. That's the problem I have.
It could be something as simple as giving the beetles which basically do nothing the ability to charge up and grab you you inflicting a small stun or a movement slowing effect. And the beetle doesn't have to kill you while doing it. Something as simple as changing a low level enemy into a priority target while fighting. And again it doesn't need to be an instant reaction it could be 5+ seconds for all I care.
Imps could be given the ability to merge with other imps into a Overlord.
Hermit Crabs could attack where you are going to be instead of where you are or could shoot out a barrage in a pattern around you where the safe place to stand gives a buff or some such.
Again there are plenty of small things they could change to make the enemies even slightly more engaging and it doesn't have to be do this thing exactly or you die like you and others keep claiming it has to be.
Well I don't see how any of that changes the ''running and bunny hopping to dodge everything'' strategy that this game has. Which seems to be main complaint here. As far as I understood the main idea was to force the players to dodge mobs in different ways, which none of your ideas manage to accomplish other than the hermit crabs one I guess.
Really the only other dodge patterns they can add is some enemies predicting your movement to make you stop running/change direction. Stone titan already has it but I'm assuming you just want more of it.
Also focusing different targets already is encouraged in the game, you usually want to get the strongest enemies out of the fight first because they're pretty dangerous.
Yeah giving more enemies the ability to hit to where you were going to be instead of behind you is the only thing I can think of that will work for this game. It would have to be a pretty low amount though, like 2 or 3 other mobs max so you don't end up not being able to dodge because there's too much stuff both in front and behind you. Currently only void reavers and stone titans do that, and they will be adding more with dlcs I'm assuming so even if the current mobs stay the same, it's pretty likely that they already had more mobs with attacks like this planned.
Overall doesn't really seem like that big of an issue when you find out how limited they would have to be to keep the game fair without changing too much of the core systems/gameplay. Implementing more predict attacks will make the game a little better probably but nothing significant.
Speaking of dlcs, I really hope the new final boss will have an actual good move set not something bland like Mithrix. If there's one place they can go crazy with ideas in, it's a 1vs1 fight with a boss.
Yes I'm sure the players would've loved to kill most enemies on screen really fast but oops rng didn't give them too much damage and now the teleporter spawned multiple elites alongside the boss, or maybe even a horde of many, good luck trying to dodge things that are both in front and behind you and standing still will only make you tank both.
Whatever either way I said all I had to say so I'm done with this discussion.
if you have to ask why i think this post is pointless, play the damn game till you are on my level.
for real. i cant stress enough how pointless this whole thread is.
i can best sum it up into this "thats a you problem, get good. white and green items are fine, fireworks is trash, goto bed Jimbo or ill send you to the shadow realm"
I mean I only just thought up 3 things when more could be done. I also went every light on mechanics so that you could see that it doesn't need to be sweeping huge changes. I was also trying to move away from the whole one shot is the only threat stuff but its clearly heavily ingrained in your thought process.
The whole point is that your changes didn't actually change anything you are trying to change other than one of them. I also didn't mention oneshots at all in that post so I honestly don't know what you're talking about at this point.
Don't know what you're talking about either tbh. What does pacing yourself poorly have anything to do with getting swarmed in ror? You will get swarmed no matter how fast or slow you go. The entire point of teleporters is to literally fight a huge wave of monsters. Getting screwed by RNG shouldn't mean an instant loss just because the swarm ends up hitting you no matter what because you didn't get enough damage to kill them quickly enough. That's what actual bad design is. All I said is that your ideas for attack patterns should be applied to a very low number of mobs (2-3) so it's a lot less present than normal ones, otherwise you create too many situations where fighting a big group of enemies is unfair for immobile characters.
Tanky and healing items are not bad, the thing is that the way the enemies scale is different to how the player scales, so this is where items help us. How do you make up a run where you get little offense early on? I consider this is where tanky items shine, they make you sturdy enough to survive for a few more stages so you can have a chance at turning your run around, but that's pretty much it. Some items get more and more useless the farther into the run you are, and that is not inherently bad, some of the best offensive white items have a limited effect, meaning that stacking them 10 times is enough, you can get rid of your tanky items later on to get these precious offense items. Idk if Tougher times is considered tanky, but I don't see how this item would be bad to get. This game also introduces the barrier mechanic, an amazing one because it doesn't matter if it's early on or late game, it'll always be useful. You could argue that maybe Aegis could give you an extra OSP (with a cooldown once spent, so it's not too op either), once you have a full barrier, since imo, the item is kinda lame in comparison to stacking brooches, and the latter is so much easier to do.
But let's be real, at the end of the day, the idea is to avoid getting hit, there are no tanky items in the red/legendary tier, only Aegis (that I already stated I consider inferior to stacking brooches), and the desk plant, but healing is important even later on.
Now, to the person who keeps bringing RoR1, idk what you're on, I'm not even sure we played the same games, lol. My RoR1 experience was pretty much the same as RoR2, run and jump a lot, in fact, in retrospective, I did that much more in RoR1. Sure, some enemies required timed jumps and running to avoid, wisps and golems come to mind, but later on you won't be timing your jumps to each enemy on the map, it's literally impossible, which is why you can get items such as the jetpack, or even items that leave flame or poison trails behind you, stuff like that. You can't even abuse of terrain advantage, because even if some beefy enemies can't reach you in one spot, other enemies will and others will spawn where you are as well. There's little to no cover at all, This game you have tons of things to consider, besides enemy patterns, the Wandering Vagrant is a great example, in RoR1 you had to time your jumps, imagine having to do that in RoR2, you'd be complaining more lol, so now you have to take cover from its nova attack, and there's also the Grandparent, to avoid its solar attack thing, you have to hide in the shadows. Please don't say enemies aren't engaging enough or keep comparing them to the RoR1 ones because, at the end of the day, what you do is the same, run around and jump, and time your item usage and skills to your advantage, because those things also exist, lotsa survivors have an offense that makes a great defense, and others that facilitate running away, taking cover, evading, etc.
It is, but it comes with the genre sadly. in FTL there's a chance you only get crappo weapons you already have for the entire game. Unlikely, but possible. In Enter The Gungeon you can get crappy chest colors and crappy weapons. You can still pull through, but anyone would be hard pressed to not describe that as RNG screwed.
There's a chance in this game you get nothing but goat hoofs, red whips, and a plant desk. Not likely, but it can happen.
They minimize the chance, and if it happens it happens. Ah well, roll the dice again.