#Unique Malaise Spawned Enemies

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vague monolith
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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.

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-Tier 2: Infected Bats
-Tier 3: Infected Bats, small chance of Diseased Fiends
-Tier 4: Infected Bats, high chance of Diseased Fiends, small chance of Caustic Berserkers
-Tier 5: Diseased Fiends, moderate chance of Caustic Berserkers, small chance of Decayed Knights
-Tier 6: Caustic Berserkers, moderate chance of Decayed Knights, small chance of Tainted Rangers
-Tier 7: Decayed Knights, moderate chance of Tainted Rangers
-Tier 8: Decayed Knights, high chance of Tainted Rangers, small chance of Plague Sentinels
-Tier 9: Tainted Rangers, moderate chance of Plague Sentinels, small chance of Corrupted Guardian
-Tier 10: Corrupted Guardian (Spawns as soon as maximum malaise is reached)

drowsy tulip
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Creative idea but doing such a massive rework for only 5BC is a bit eh, there should more content for all/most players so it's worth doing

vague monolith
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perhaps malaise should be in earlier/all difficulties

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and just have the scaling speed increase with the bc level

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I suppose I'll add that

drowsy tulip
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Malaise being on all difficulties would also fit into the lore, but balance is another issue

vague monolith
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well slower growth would be a balancing factor

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and it's not necessarily all, it could start on 2bc or something similar