#Castlevania Enemy Movesets

48 messages · Page 1 of 1 (latest)

upbeat swallow
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The recent Return to Castlevania DLC added several new enemies to the game, some of which using the bases of existing enemies in the game, either geometrically or mechanically. Harpies, Throw Masters, and Werewolves are actually done very well, playing differently than the enemies they take after.
Others, being Dire Werewolves, Armor Knights, Mermen, and Vampire Bats, behave almost identically to other enemies.
While these reskins accomplish their purpose of filling their respective biomes with Castlevania-thematic enemies, they do not interact with the player any differently than Rampagers, Lancers, Undead Archers, or Bats, respectively.

Here are some ideas for how the movesets of these four enemies could be tweaked to interact with the player in more unique ways:

Armor Knight

  • Remove the ability to attack through walls, and increase the combo to four hits.

Dire Werewolf

  • Reduce the combo to three hits, but slightly increase attack speed.
  • Remove small backstep after combo.

Merman

  • Have it shoot twice in quick succession, and slightly faster.

Vampire Bat

  • Allow it to detect the nearby player through walls and ceilings.

These are only ideas. Other changes could be made to the enemies, or none at all. It would be nice to differentiate encounters with these new enemies, but changing them is not necessary by any means.

Other miscellaneous notes:

  • Allow Bone Pillars to spawn outside of Richter Mode. They are a fine enemy concept, and they could be an interesting addition to the normal enemy roster. Buff them if need be, by increasing health and potentially attack speed.
  • Throw Masters cannot hit the player at all if they are too close, making them helpless in point-blank engagements. While this can serve to balance the enemy, I felt it worth mentioning, as it somewhat seems like an oversight.
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Other ideas are welcome.

boreal snow
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armor knights being able to attack through floors but not walls seems a little odd to me

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I'd say to keep that

upbeat swallow
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keep it entirely?

boreal snow
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just make their combo four hits with a pause between the second and first, so the player can more easily adapt to the turnaround

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also removing the derewolf backstep makes them way too weak

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especially since they already do less damage than rampagers with the 3 hits instead of 4 and a damage reduction

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I don't really like the thraster changes either

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they're a ranged enemy

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you're supposed to beat them by getting close

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and their throw has 0.18s of charge time

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if that hits you immediately, that's not enough time to react

upbeat swallow
upbeat swallow
upbeat swallow
upbeat swallow
# strong spruce good

i get that
and i do find them to be the most frustrating enemies in the game
but it kind of seems like an oversight rather than intentional design

strong spruce
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well it's an oversight that turned into good design, then

upbeat swallow
stuck marlin
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I suggested that axe knights and bone throwers would teleport below you on high bc, any thoughts on that?

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I do feel like werewolves could have a little extra oomph added to them to distinguish them from garden variety rampages

boreal snow
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that seems very annoying

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also difficult to make

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it's easy to make sure the player is in a position that exists, you just need to check that they're on the ground

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but checking whether a position near the player is valid is a whole other deal

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also with breachless weapons they'd be an absolute pain because the moment you get close they just teleport away again

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unlike other enemies where you share a threat range once they teleport

elfin vortex
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Throw Masters admittedly don't quite behave like Castlevania skeletons tend to behave.

In Dead Cells, they just walk back and forth on their given area while throwing bones at you. Bone throwers in CV itself are a BIT more intelligent, and work off a certain set of behaviors. They change somewhat between games, but they mostly revolve around this particular behavior set:

-They actively try to maintain a specific "sweet spot" distance from the player. The range they need to be at for their bones to connect when thrown. If they're too far away from you, they approach. If they're too close to you, they back off.

-They will jump between platforms to reach you or escape you as needed.

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On another note, I feel like we're missing two iconic Castlevania enemies in this DLC. I'm not sure how they could be properly implemented, but it practically a CRIME they are absent.

Fleamen (AKA Hunchbacks) and Medusa Heads. WHERE ARE THEY?!

boreal snow
elfin vortex
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Fair

rare scaffold
amber acorn
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I think throw master's moveset is intentionally 1/2 of axe armor's to tutorialize axe armor's ranged attack and mix it up with his melee axe attack

upbeat swallow
upbeat swallow
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if we’re being pedantic, harpies are a mix of buzzcutter, demon, and bat
with an extension on the dash

rare scaffold
smoky kettle
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Those throw masters are already my new most hated enemy in the game lol. They deal too much damage considering sometimes there's like 3 of them and if you're above one you'll likely get hit

frozen quiver
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The Bone Serpents could be an enemy like the Protectors, they get placed randomly with other enemys on platforms and make, like Protectors an additional obstacle. Not sure how that works lore wise but I like that Draculas Castle get´s more harpies the higher you are in it, the Serpants could be a lower part enemy of the castle

ruby ravine
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I feel like the throw masters are the ones that need a rework the most. Sometimes they show up in the open, and you have tons of room to avoid their bones, close the distance, and whack them in the face as they stand there helplessly.

But other times, they're in a small space that requires a circuitous route to reach them. And, there's much less room to avoid their bones. Plus, if you get hit and have your recovery activate, you're usually nowhere near them, leaving you with no way to mitigate the damage.

They're just so inconsistent, and it's easy to get screwed by that randomness. Which isn't very fun.

smoky kettle
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^

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Agreed

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They are packed in weird spaces in Castle's Outskirts like 25% of the time

boreal snow
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they have such an absurdly fast windup is the main thing

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they have like grenadier windup but the projectile always has a hitbox which is dumb