Skeletons are WAAAY too hard.
Skeletons are pretty ridiculous. In each level I've encountered them there's at least a group of them or they come out of graves fairly close to one another.
Now even when singled out they're ridiculously dangerous. Their single leap attack can carve 3-4 health blocks off a knight.
This wouldn't be a big problem if it was an ability they used rarely. But they use it for almost every attack, and their shine up before doing the attack doesn't occur (they shine and are then immediately in mid-jump.)
They're the first mob I've just been floored by. Even if I get one by itself It is dicey to see if I'll wind up losing half my health.
Suggestion:
Make it so they can't move and do a crouch before leaping. Even if it is only second or half a second this would help, as right now they're jumping while in mid regular shamble.
Or
Have them only be able to do it X often. Either way. It is just that leap attack that's absolutely brutal.

Wow, I don't even care if the skeletons are hard anymore. Gimme more bunnies!

I don't know, I think the skellies are fine. They maybe need a better windup to their attack, but damage output seems reasonable. They only seem mean because starter gear just isn't the best thing to be facing them with.
Yeah, as I said the damage I can understand. But the damage without a windup just seemed brutal, especially when they were spamming it.
It was mainly a concern that when knights ran into them in depths 1 or 2 they could easily get taken out immediately if two spawned and they had never encountered the creature before. Their leap range is far enough without the wind up someone could think they were safe and get whalloped and then feel really cheaped out.
As they scale it seems to be better.
I'm with George. It's not the damage itself, it's that the attack has a tremendous range and is too fast to block or dodge. One or the other should change.

We've made some changes to them, so after the next update give them a try.
Definitely much more manageable. Now that there's a windup for the leap, I wouldn't mind the damage being bumped up a little on lower depths.
They are definitely awesome now. Still a challenge. Still deadly. But not aaaaaagh crazy.
Yeah the undead are rediculous. They seem to autotarget you and hit you even when you move.
I find the skellies managable now - it's the ghostcats that seem to be the hardest at the higher levels.
Their attack seems to damage you before they even reach you and go 'chomp', as though the damage and animation aren't in sync. And they're so quick!
I find the only way to get them is to keep your shield up, and only drop it for a single handgun shot after they bounce off your shield, then pop it straight back up again. And if you're being mobbed by them, or mis-time your shield, then you're pretty much dead :(
I think my X key is slowly dying!
Yeah, ghostcats are the bosses of the game now. Their range is also crazy on their lunging bite attack; they can be nearly at the edge of the screen when they stop moving to start their attack and it still hits you.
And then they move forward and chomp :P
For those of us with a triple-digit ping, we have to have our shields up half a second before an attack hits in order to actually block it. For most enemies, like wolvers, we can just watch and put our shields up when we see the white flashy im-gonna-bite-you aura thingy. With ghosts, if you see that, it's already too late. They do their damage far too early in their attack animation.
I think the skellies are manageable now, but you've got to understand they were intended to be difficult, their an elite cass of enemies.
I'm f-ing loving these bunnies thanks bro
I have a sword that has a undead damage bonus so I ALWAYS look forward to going though the graveyard its those god forsaken never-dying stalker phantoms they make me peeved. other than that I dont see the problem
i totally agree! those phantoms are so annoying!
the one thing i can think of to make them less annoying but keep their original design would be setting them to a certain zone, have them turn away from you after you get out of their area. there have been many levels where there were 5 phantoms following me every few minutes, even though i kill them!
Congratulations rbp97ilv for necroing a year-old post.
While we're here, why was the range of the Zombie reduced, but the Retrode's entirely ignored? If you're going to nerf a particular type of attack, you might as well be consistent with it.
It's like reducing Lumber hit range and leaving Trojans unchanged.
Noobs, don't you see how old is this topic?

Whoever came up with this idea... why did you make the game so easy for us? D:
~Sorry, I couldn't resist :/

Well, make T3 zombie swipes cause a shadowy wave which deals less damage then the swipe, but more range then the hand itself.

@Boswick
Awww ^^ Soooooo cute :P But nothing says cuteness like papayas ^^ and spiders
@Autofire, Klipik
Nice necro Klipik...............This thread is 2 years old...........................
I agree with pretty much all of this! I will make these changes ASAP, unless somebody else on the team beats me to it.
In the meantime, please enjoy some bunny rabbits: http://www.youtube.com/watch?v=TtbrLIwKWWA