#Reduce the speed of flying enemies.

1134 messages · Page 2 of 2 (latest)

devout bluff
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I love seeing a chain of 50 bullets, all evenly spaced, coming for me and lagging the game.

regal plover
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lagging? in this game??

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ive literally never had the game lag from too many things going on so far

sage obsidian
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I'm surprised there isn't a pack mechanic with some creatures where they have a specific pattern they use depending on how many there are that could make them fun or at least predictable and avoidable, but idk if the engine can do that personally

devout bluff
regal plover
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ah fair ig
i haven't had enough Ws on deck yet myself to be experienced

sage obsidian
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Would possibly add in some leeways to approach fliers and give them better paint

regal plover
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i dont think engine would limit that at all

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should be possible

devout bluff
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Thought: bugs should pause their flight, flash green, shoot, then take a moment to recover.

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And only aim based on when they pause.

grim crag
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Replace archer bugs with blind pestshappiesttroll

devout bluff
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(I'm just throwing ideas at the wall at this point)

devout bluff
grim crag
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Me neither

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It's more balanced

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Lol

regal plover
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monkey's paw curls: blind pests are now hitscanners and predict your position

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:3

devout bluff
regal plover
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predict your position

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they lead their shot so if you keep moving, you get hit anyway

devout bluff
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(or heading directly towards or away)

grim crag
regal plover
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that too that too

sage obsidian
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Blind pests deal contact damage and always spawn as elites due to being a low cost

regal plover
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basically it would be borderline unwinnable

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or like really hard and annoying to deal with

devout bluff
regal plover
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they'd do the thing that spitters do

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where they have a delay to their shot

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but they'd lead to compensate for that

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this would make it more fair while still being annoying as fuck
infact it would make it way funnier

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cause like just juke them out lil bro

devout bluff
regal plover
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now imagine a dozen of them at once

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juke one out, the next one proceeds to hit you unavoidably

grim crag
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And make sure that blind pests CAN shoot you across the map at ANY range

regal plover
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you'll want those archer bugs back real fast

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honestly
now i kinda wanna make this a mod sdfhsdkfsdf

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when the game's mod support comes out

devout bluff
grim crag
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Make sure to call it "archer bug rework"

regal plover
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im gonna add blind pests to returns and they'll be flying spitters and they'll just replace archer bugs and they'll be infinitely more annoying

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overloading ones will have an electrical contact damage attached to their hitscan telegraph

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teehee

grim crag
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And on temple of the elders it's a guaranteed horde of many boss fight where all of them are a random elite type

regal plover
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nah that's going too far

devout bluff
regal plover
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that's OVERKILL lil bro

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the worldspawns during the tp event will do the job just fine

regal plover
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literally cant ever hit them unless you're pilot

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teehee

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unironically honest to god i wanna do this as an esoteric shitpost mod now

devout bluff
regal plover
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i dont think that's how it would work but whatever

grim crag
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What would be funny is if someone makes a mod the reworks target acquired to be horizontal aim

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Lol

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All the pilot mains will go nuts

regal plover
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low-tier humour

devout bluff
regal plover
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ehhhh

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target acquired's projectiles are probably fast and thicc enough

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and blind pests dont bob that much

devout bluff
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I just hate missing shots cause of the bobbing in 2.

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If we could translate that annoyance, that would be perfect.

regal plover
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not being able to hit them at all as most survivors will be annoyance enough methinks :3c

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tbh by themselves they would probably be relatively easy to juke and not get hit most of the time, atleast just enough to survive

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but now imagine fighting 2 toxic beasts on stage 5 simultaneously

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and now that's a proper consistent run-ender ReturnsCHEF

frigid tusk
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A bit before that he was saying that the "bigger threats" are the bugs

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Actually why didn't I timestamp it there

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I'm a dumbass

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there

arctic tiger
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You will eat ze bugs

rustic jetty
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WHERE DO YOU GET THE GOLEM PLUSHIE

quasi igloo
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sell your soul

vernal temple
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I think archer bugs are also a particularly unique case. They combine two of the worst enemy types in the game:
Flying + projectile, add to that the fact their projectiles don't only go left/right like most projectile enemies and you've yourself the most annoying enemy to deal with

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Birds you can dodge, lemurians you can bait into charging in certain ways/angles but bugs shoot AND fly and if you don't have the items to deal with them some survivors may as well just let them kill them and quit the run

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And I think some people are confusing the call to nerf flying enemies with decreasing the game's difficulty. No enemy/enemy type should monopolize the game the moment they appear on the screen the way fliers do. Give more power to other enemies take some away from fliers

crude juniper
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archer bugs deal low dmg, low hp, flying enemies are fine

slate jackal
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I have literally never felt bothered by archerbugs

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they deal almost no damage, a bunch of elites stacked up still wont deal too significant damage if you need to cross them in a way you get shotgunned

slate jackal
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But then you create lots of other problems. Imagine you make lemurians, clay men, spiders, golems etc more relevant... cool, works well, until you get a blighted horde

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If you wanna do something so significant to the balance, you need to fix basically everything that is built around most enemies being anemic trash, aka basically overhaul everything

frigid tusk
humble tendon
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there's nothing wrong with flying enemies big shrug

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especially considering how impotent ground enemies are when you have platforms to work with

grave frigate
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they're really annoying but their attack patterns are pretty predictable once you get used to them

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archer bugs aren't even that hard they're just intimidating

swifts are the hardest flying enemy but they always dive towards you when you're vaguely under them, which is good for baiting them into an attack

evolved lemurians you can typically get to follow you in a predictable manner and flock together, then blast with aoe even in the worst of situations

slate jackal
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evolved lemurians have a really hard time landing dmg if you just keep movingt

vernal temple
slate jackal
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they struggle very hard actually landing an attack though

frigid tusk
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The overloading frenzied clay man in question

vernal temple
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That's all enemies in this game and in fact the ability to avoid getting hit is out only way to keep up with enemy dmg scaling

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If there was any more "unavoidable damage" it'd be doomed

slate jackal
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not necessarily given ||archerbugs work fine||

vernal temple
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Part of why archer bugs are so bad is also that they will trigger your cape and/or guardian heart cooldowns

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Meaning they get rid of most of your staying power against other enemies too

frigid tusk
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This game has a lot of unavoidable damage
And a lot of people refuse to acknowledge that for some reason

slate jackal
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two disproportionally overtuned items can be countered by one thing, thats nice at least

frigid tusk
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You will take chip in almost every encounter
It's a fact of life in this game

vernal temple
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Overtuned items that are often necessary to not die, not nice at least

slate jackal
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if the archerbugs can singlehandedly shut down the usefulness of your gheart/cape then there may be a problem on the player's end

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like their fingers and stuff

vernal temple
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Or maybe the 100 missiles they shoot between the 50 of them

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One hitting you is enough to trigger cape

vernal temple
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Also some survivors are fine with them but deal with them as a commando with no procing items that target flyers

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Some survivors do not have the necessary means to deal with the elite swarm of archer bugs you'll eventually encounter

frigid tusk
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If that blighted decided to proc ukulele again that would've been game

vernal temple
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And that makes the game unfair for those survivors

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Since all survivors should have a more-or-less even-ish chance at winning a run by playing well

frigid tusk
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But it just became a "Wow overloading is fucking stupid" clip

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That's how common it is

stable siren
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Ukulele should proc on hit not on cast like it currently does tbh

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So it cant just randomly decide you take damage from a football field away

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also i want it to shred groups better from multiple procs at once

vernal temple
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how does uke work with abilities like chef's sear

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does it proc at the end of his beam

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at the start of it, middile or wherever it happens to connect with an enemy

frigid tusk
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On hitscan it procs on hit

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With things that place hitboxes it procs on the hitbox

vernal temple
frigid tusk
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The center

vernal temple
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I see, I was wondering how it worked with laser turret