I noticed there are some (Okay, a lot) of monsters who just gain attack damage and maybe some speed, and there is little or no other change. All these monsters have something in common: too easy. There are some exceptions to this. T3 Lumbers are quite fast for such a big thing, and that has caught me off guard every now and then. So, I'm going to make a list of things I think could be added to T3. Maybe some of these things could pass on to other tiers, (In smaller ways) but generally I'm trying to keep T3 in focus here.
- Beasts (I'm probably going to cover the whole family here, as it is still the most basic T3 family.)
- Chromalisk (Regular and Kloptolisk)
Generally over all weaklings. Sure they have good range, but they seem to be slower than a lumber. Even if you are hit, you won't take that much damage. They should get a spin-type of attack, which would push you away and wouldn't have too much start up. (They'd user their tongue for this, of course.) To go an extra mile, it would be unique as a monster to give the standard Chroma the ability to leach HP when they hit you with their original tongue attack. (It would look like they steal a heart from you, akin to a Kloptolisk stealing a vial.) Where I got the idea was an HP stealing sword, and while that would be too easy, why not give a monster life steal? - Chromalisk (Spitting/Status dealing)
Just like the other Chromalisks, they should get a spin attack. It would form a surround them in goo, and that would actually be quite nasty. (Make guns more effective.) Their current spit attack is really poor, as it only gets a small space of the floor. To fix this, it should make a larger area of goo. (Say, 4 splats?)EDIT: the guy who posted right after me said that the line of spit would be too much like a chroma attack. I guess that is right. Fixed it to be just one large blob.
- Small Wolver series
Give back their homing bite, where they can change direction as they wind up their bite attack. It's more realistic that way, I think. I mean, what wolf sees its pray, and then readies to pounce, when it should also be expecting its pray to try to run? (I know they can burrow, but burrowing won't save it.) - Alpha Wolver series
At least give them back their homing bite on the first bite of the triple bite. The rest don't HAVE to have it, but if possible, that would be great. Also, on the bark he should occasionally summon another wolver to the fight. (Though it would fail sometimes and this summoned wolver won't give any loot.) Having him summon would make him feel a little more like a nasty enemy who you have to take out fast.
- Chromalisk (Regular and Kloptolisk)
- Construct
- Retrode series
Due to how their laser works, it's easy to dodge. The initial beam should inflict stun, but no damage, to make it harder to escape it. Also, they should wave their laser in an arc shape on the ground occasionally, to give more variety. - Scuttlebot series
Alright, these guys need a tuneup, badly. I can't see any change AT ALL from T1 to T3. They even do normal damage! The normal attack needs a little better range, a little faster startup time, and should be harder to interrupt.. On death, sometimes they should explode. (Though randomly. If they always did it, then it's going to be expected.) Maybe, as an effect, it could collapse on the ground and start glowing? This would make things much more hectic on a battle field swarming with the little heaps of metal.
- Retrode series
- Fiends (Not much wrong with half of them, but some do need something new.)
- Trojans
While quite balanced, when they self buff they should also buff defense. They wouldn't become invincible, (Like Snarby can) but rather take much much less damage. (The next guy down said that they don't need much a change, but I think so. It's too common for someone to blitz them in the back. How can they be deadly when they are dieing 2 seconds after they spawn?) - Silkwings
Two things: need to be a touch faster, and their heal gas needs to last about as long as the gas from a haze bomb, rather than a one time explosion.Note: while this isn't balance, it would interesting if there would be a Cursed Silkwing enemy that would drain your HP and give it to other monsters. (I.e. would make a link to a weak monster, try to get close to you, and start draining.)
- Trojans
- Gremlin
- Knocker series
I know they are supposed to be weak, but these guys are too weak. You can make them flinch with an elemental weapon, and even with a normal weapon you can just cut them down. On their large explosion smash attack, it should also create a mist with the radius of the 3* haze bomb mist. This would help deny access to them. All their attacks need to come out faster, as sidestepping is just too easy. Possibly with the normal attack it should do several explosions in a line that semi home on to you?
- Knocker series
- Slime
I can't find much wrong with them. Some of them have spikes, others heal and gain strengths with certain statuses(that goes the other way, too), and lichens are tanks with their massive amounts of HP. Polyps are decent turrets also, putting themselves apart from other turrets by making it difficult to tell where they will shoot. (5 bullets at once is a plus.) I honestly think this is one of the most well thought out families in the game.
I'll be updating this over time. I don't want to crash and lose my work!
Chromas - "circle of goo"? explain. Making the spit form a line makes it too akin to the tongue attack if you ask me, I'd rather see it just result in more status puddles in the area around the impact. Also, I'd really like to see their regular tongue attack buffed in some way, it's completely inferior to the spit attack right now.
Wolvers - Yeah, give back homing attacks. I'd also kinda like to see their move speed and attack speed increased too.
Alphas - If he summons wolvers, it should probably always work, take longer, and have a max to the amount he can summon. Honestly I'd rather see this attack buff local wolvers than summon more, no other monster summons monsters.
Retrodes - Yes, it's easy to dodge. It has been since they slowed it down. They should speed it back up, not force players to dodge an attack that moves as fast as the beam.
Scuttlebots - These don't look like ranged units, don't change them to be ones. The impression I get from them is that they're supposed to be a slow, space-filling monster, like zombies. However, they move at decent speed and are too easily interrupted to really do so, I'd like to see them slowed down and given the same interruption mechanics as zombies. Also maybe a faster attack. Explosions would be okay as long as there's a clear visual that tells you they're exploding.
Trojans - Uh, that attack is already pretty balanced with it's other attacks. I don't really see why you'd need to buff it.
Silkwings - I like the concept of having silkwings drop longer-term gas.
As for the other thing, health in this game works so that the damage to you would be much more important than healing to the monster. Health leeching is a concept that belongs in strategy RPGs, not action games. Although it would be nice if OOO did something to silkwing art that made them more clearly fiends.