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.
