#Make enemies invincible for a few seconds after teleporting (or until they start an attack)

90 messages · Page 1 of 1 (latest)

real rune
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This would not apply to jumping enemies like Rampagers or Slammers, or ones with built-in teleports like Runners or Weaver Worms. Only talking about the 4bc+ teleportation.
(The invincibility would be for like 2.5s, ending immediately if the enemy starts an attack)

Okay, hear me out.
Teleporting enemies is a great idea until you realize that because of how long it takes them to do so (as it should be, for them to be fair), the player can just sit next to where an enemy is about to teleport and immediately kill them when they do. Rather than forcing players to deal with enemies, it instead lets them draw enemies out of an otherwise difficult situation into a spot where the player can get a free kill.

I'm not opposed to mechanics like this being beneficial if used correctly, but I think teleportation is too easy to exploit right now. If enemies had a chance to reposition instead of essentially being spawnkilled, this tactic would be a lot riskier, and teleportation would actually cause the intended effect of punishing the player for running away from enemies.

(This would also buff malaise-spawned enemies, which could probably use it.)

grim wadi
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i'd honestly suggest a big list of all the malaise reworks you want in general. i know i have a LOT

real rune
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this would be regardless of malaise

sage perch
real rune
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as a wrecking ball user, I can confirm that there are no enemies in this game that attack too fast for survival to hit them unless you camp teleports

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slammers are difficult sometimes

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but they jump which =/= teleportation so no invul

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Make enemies invincible for a few seconds after teleporting (or until they start an attack)

grim wadi
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either way you could just time it so the attack hits as they start an animation

sage perch
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They can't even abuse the tp itself

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So why make it even worse 💀💀

real rune
real rune
sage perch
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And if you finally can make use of that it's a big "aha!" moment

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But that's my opinion

real rune
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if it's a knife it's one thrown by a bastion guard

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the skill cap for this technique should not end at figuring out it exists

grim wadi
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just buff malaise and teleporting is gonna be less abusable anyway 🧌

real rune
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hahaha

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yess, more upvotes

sage perch
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Hahahaha

real rune
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kemmy I'm going to kill you

sage perch
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Oh wait, less upvote? 🗿

sinful bough
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Moreeee

jaunty fjord
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couldn't you just wait out the I frame period

grim wadi
sage perch
real rune
sage perch
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It's a small but noticeable change

jaunty fjord
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this sounds like a terrible idea

grim wadi
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im iffy about this suggestion tbh

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just another mechanic that doesnt do much imo

sage perch
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Tbh, same but "the skill cap for this technique should not end at figuring out it exists" convinced me

sinful bough
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I just think it’s a funny suggestion lol

grim wadi
real rune
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that's way dumber

grim wadi
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so you admit this is dumb

real rune
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I can say dead cells is better than FIFA, but that doesn't mean dead cells is good

sinful bough
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Yeah cause dead cells sucks fr

grim wadi
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ok

real rune
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anyway they already are "predictable" regardless

mystic island
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you lost an upvote

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lol

real rune
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they TP to the position you were at when they initiate the TP

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not that it matters

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because you can just camp on a tiny ledge anyway and get them all on one block

grim wadi
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whatever tp being so slow sucks anyway

real rune
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(though ig this sugg doesn't help that much either)

real rune
grim wadi
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thats what im saying

sinful bough
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Only thing noticeable from malaise is the malaise enemies

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I don’t get elites often

grim wadi
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thats barely even noticeable

sinful bough
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And I don’t get the dmg buff from enemies

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malaise does like nothing

sage perch
grim wadi
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the only actually bad change from malaise is damage increase at 8 and 9 and thats the dumbest change

sage perch
grim wadi
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@sage perch compile a list of malaise changes and suggest it

grim wadi
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20%?

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its not bad at all

sage perch
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But the additional 20% are?

grim wadi
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you can very realistically tank entire biomes with 20%

grim wadi
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very noticeably invalidates any sort of tanking

jaunty fjord
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imagine at high malaise it just doubles the enemies ❤️

grim wadi
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should kill you via swarming, not damage buffs lmao

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cheap way to make the game harder as an otherwise sensical, unique mechanic

spare vessel
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"bro why am i not dealing damage to this enemy"

real rune
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yes because dead cells is very focused on learning how things work before they kill you in seconds

spare vessel
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coping cause this suggestion sucks

real rune
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okay.

dull snow
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I definitely agree that the teleporting is too exploitable. Maybe just greatly reduce how long they stand there doing nothing after teleporting instead though? So they appear beside you instantly ready to swing? You see the teleport happening so it won’t catch you off guard, it’ll just give a lot less time to set up a no-risk insta kill on it

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I’m not a huge fan of making enemies invulnerable in general, since that slows gameplay down as you wait for it to wear off before you hit them. But I agree with the general concept you have going here

real rune
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mm

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I let the invul slide for this one because you shouldn't be letting enemies teleport anyway

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but you're right it will probably happen often

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having enemies instantly attack after teleporting isn't a great idea though imo

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maybe they immediately START an attack after teleporting

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but even then you can still spawnkill them

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tl;dr the solution is to buff malaise so that group/faster teleports are almost always active

frozen belfry
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But balancing teleporting enemies is tough, to be fair this exploit has been around since forever