It made them look intimidating, at least, and gave me hope that, even though the Gran Faust charge took an eternity to execute, would someday be worth using. Instead, we're still stuck with the stupid, giant, fat single sword bullet.
How come Phantoms don't have Gran Fausts anymore?
They did in T3 at one point. At least that's what I remember before a cosmetic change implemented several months ago.
Yeah, they did. It made sense because they were the only mobs at the time that could curse you, so they wielded the only weapon that could inflict curse.
On that note, the Striker-looking weapon should be available as an obtainable equip. Hint hint, devs. HINT HINT.
I think Swarm Gremlins wield the same striker.
Looks like
/sunglasses
Their GFs dumped them.
YYEAAAAAAHHH
I LOL'd... so hard...
..
Then i started to cry for some reason.
Huh ._.
The flying blades from the Gran Faust's charge attack made Phantoms too powerful. One blade could inflict numerous hits on a shielding Knight. This did enough damage to break a Dread Skelly Shield. It also caused a lot of knockback that could result in Knights passing over graves, triggering more zombies to spawn. Graveyards don't have many open spaces to dodge a Phantom's charge attack, making it extremely difficult to dodge the flying blades from a Gran Faust.
Sure. Yeah it's fine the way it is because we can't have graveyards being too hard. That would make noob T3 players QQ because they died because they were too silly to dodge.
Phantoms are supposed to be too powerful. It's a place where even monsters fear to tread, you're supposed to hurry then GTFO. At least they're killable, unlike grimalkins.
Not raging or anything, it's just we need some buffs to monsters.
There isn't any point to making Phantoms harder since they don't drop anything and can revive themselves. You can't dodge the attacks of a Phantom 100% of the time. No amount of skill would compensate for how hard the old Phantoms were. It required having an ideal set of gear to handle them. It was a problem because you can't control whether or not the elevator will take you to a Graveyard. You can't even control where they appear during gate construction with minerals. Graveyards ignore the theme of a strata.
Grimalkins can't be killed but alone, they can't kill Knights. Once they have wittled down your health to 1 pip, they can't do more damage no matter how many times they bite you. Of course, you are more vulnerable to attacks from the other monsters in Candlestick Keep. Unlike the randomness of Graveyards, there is usually alternative depths you can go through if you wait for the elevator to cycle through the clockworks.
So what, change the bullet looks to a sword again, but dont touch the pierce mechanics. Make it a cosmetic thing.
"wittled down your health to 1 pip, they can't do more damage no matter how many times they bite you"
That's rediculous. I've been killed by a Grimalkin's bite heaps of times.
They had them? I only recall them using a recoloured Cutter.