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T2-T3 enemy speed increase

5 replies [Last post]
Mon, 11/09/2015 - 10:32
Umbra-Lunatis's picture
Umbra-Lunatis

As I've run through the Clockworks, I've noticed that it's incredibly easy to get to deeper zones just by running past all the enemies while dodging passing attacks. It also makes things easier to farm, like prize boxes or Black Kats.
What I'm putting on the table is a movement speed increase for pretty much every monster in Tier 3 and about half that increase in Tier 2 so as to prevent running through levels.

As such:
Tier 3-Monster walk speed increased to surpass a player's (~1.7-2x normal)
Tier 2-Monster walk speed increased to match a player's (~1.5x normal)
Tier 1-Normal monster walking speed

-Trojan walk speed would stay the same, while Lumber walk speed would increase at .5x the rate of other monsters.
-Trojan dash speed would increase a small bit.
-Greavers would retain normal speed because ew, greavers

Thoughts?

Mon, 11/09/2015 - 11:20
#1
Cyphereau's picture
Cyphereau

"I love this suggestion! Let's make the enemies in Tier 3 the speed of light." - Cyphereau (11-09-2015)

Tue, 11/10/2015 - 11:45
#2
Corporal-Shade's picture
Corporal-Shade
I'm a Wizard

"That sounds kinda dumb." - Blazecat-Percival (11-10-2015)

Tue, 11/10/2015 - 12:39
#3
Fehzor's picture
Fehzor

A lot of levels really intend the player to outrun the monsters and having them doggedly chase down the knight across time and space would be terrifying. The effect this would have on arenas would also be quite profound, mostly on enemies like mecha knights and those respwning crusaders that already chase you down- imagine if mecha knights were as fast as grievers... the sheer amount of rage would be unbelievable. I'm going to have to say that this is probably not a good idea, considering how poor many players are at the game- like I seen it and woah boy this would crush their souls.

I'm also going to have to say that this sounds awesome and challenging for more advanced players, and that I'd love to have T3 levels based around truly awful monsters that hunt you down.. or a mechanic that works similarly, like if they made some sort of energy field that boosted monsters speed without effecting the knight directly. This field could then be applied to large parts of the area, or even potentially reversed by a switch or as an item effect.. which would be like stagger storm, but would instead just slow enemies while they're inside of it. OK maybe too close to stagger.

Another idea would be an enemy that grants other enemies a speed buff. Like if they made more silkwing variants that instead of healing bestowed speed up, defense up, attack up, what have you. So you have some level where the knight is running through, and speedy silkwings + mecha knights spawn.. all of a sudden, running down that hallway to escape doesn't seem like such a grand idea.

And finally you could just directly take enemies and do what you're saying, pinning it as a separate challenge area. I'd be down with that.

Tue, 11/10/2015 - 13:19
#4
Umbra-Lunatis's picture
Umbra-Lunatis
@fehzor

Buff-granting Silkwings actually sound like a really cool idea. They could be tinted red, green, and yellow for Attack, Defense, and Speed, and upon death release a cloud that grants monsters double the buff power the silkwings provided for ~5 seconds.

The "energy field" idea sounds a lot like a Swarm Seed. Maybe something similar for non-Swarm monsters that enhances speed rather than defense and has no effect on the player. Perhaps a field that only buffs a certain family of enemies (construct, beast, etc)?

Challenge levels could work too. Maybe bring back some aspects of the obsolete "danger indicator" minimap addition in some fashion.

Finally, I appreciate your taking of the initial idea and helping me to see very similar alternatives by bouncing it around instead of flat-out saying "it sucks", because nothing is refined through criticism without explanation.

Tue, 11/10/2015 - 17:26
#5
Fangel's picture
Fangel
Yeahhh

Not digging the "speed 'em up", and it's not just because I do a lot of speedrunning - it's that enemies would be frustratingly hard. If you take any game with slow enemies and suddenly make them faster than your player, then you'll quickly get overwhelmed and it would look really off. Binding of Isaac: Afterbirth has a challenge devoted to this sort of idea, with the addition that you start taking damage after so many minutes. The challenge is completely unfair to any player that doesn't have a speed upgrade as you're forced to take a lot of damage.

Enemies granting more buffs is a great idea. I would love it if we could get void silkwings that applied defense, damage, and speed buffs to nearby monsters. After this is implemented then we can introduce each individual one into the fray, potentially with additional enemy types, such as a scuttlebot with a radio antenna above their head that buffed nearby constructs, a fiendish pit intern that buffs speed for fiends around, a special wolver variant that buffs both attack and defense for all wolvers around them when they bark, etc. Would be nice to have more enemies that buff stats rather than simply heal them.

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