Weaker enemies would spawn at lower malaise tiers, with stronger enemies having a greater chance to spawn the higher the malaise tier. Enemies would now also have axe armor-type damage reduction when they spawn.
Enemy additions could include:
-Infected Bats: Same behaviors as normal and vampire bats, just reskinned to look decayed and would inflict a minor amount of malaise on hit. Spawn in groups of three.
-Diseased Fiends: Same behaviors as normal runners, once again reskinned and inflicting slightly more malaise on hit.
-Caustic Berserkers: Same behaviors as normal rampagers, reskinned and inflicting more malaise on hit as well as poison.
-Decayed Knight: Imposing enemy in rusted armor. Carries a heavy shield that takes multiple hits to destroy, but is slower to turn around than usual . Downward strikes with a large sword cause shockwaves. Has a short ranged knockback kick and faster turnaround when the shield is broken. Attacks do not inflict malaise.
-Tainted Ranger: Enemy wearing tattered robes and carrying a bow. Fires the bow while on the same platform, but also attempts to jump to different platforms and throw infectious grenades. Bow does not inflict malaise, but grenades would add a significant amount.
-Plague Sentinel: Runner-type enemies that attempt to perform combo attacks and dodges, inflicting significant amounts of malaise on hit.
-Corrupted Guardian: Large enemy with a more complex moveset, killing one reduces malaise by a significant amount (3 tiers or so).
Enemy details not set in stone, just provided to give an idea of how they would scale. Spawns by tier listed below.
New enemies that can't be killed instantly when spawning and with unique movesets would make malaise a far more interesting and greater threat than it currently is. The frequency of spawns could also be reduced, as the spawned enemies would be more of a problem to deal with.
Also expand malaise to lower difficulties, with the speed scaling with the bc level.