#Luminous Depths Reskinned Enemies Special Abilities

108 messages · Page 1 of 1 (latest)

graceful spear
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This is a thread about brainstorming what the reskinned enemies in the depths could do instead of... just being a boring reskin

If you'd like to talk about balancing, give some criticism on something, feel free to. This is a thread for discussion, so don't feel nervous about talking about anything.

Skeleton : If you don't parry them during their jump attack, shoot up crystal spikes around the skeleton in the exact pattern that Dead Weight uses. The skeletons would also be able to leap farther than normal, leap, then teleport on the player, catching them off guard, so the only way to avoid the attack is parry.

Ceiling Snipers : They are invincible to any means of attack, and the only way to damage them is by parrying their shots back towards them.

Great Spiker Slimes : They have a passive crystal shield with that can tank 2 hits upon breaking, Explosions cannot break this shield. Upon death, they could give nearby enemies a shield, that would tank 1 hit. Explosions would be able to pierce this weaker type of shield.

Elementals : Upon getting in melee range, the elemental summons damaging spikes all around themself so you cannot hit them with melee. They will cease fire but be protected, and put down the spikes once you get out of melee range so you have to have a ranged duel with them. * If you manage to hit them during their protected state, they are invincible to all melee attacks

Skulls : Dash in bursts, ending where they're not supposed to, suddenly lunging, etc, to make them more unpredictable. They will also have a shorter charge time.

Feel free to comment your ideas, and I'll edit them in after some discussion if we think that it's balanced / fun to fight / just not a mechanic that SLIGHTLY changes the enemies so you can just say ** " it's not entirely a reskin, because it can do ( thing that barely changes the combat between the enemy ) "**

copper surge
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I did read somewhere that ceiling plants in the depths do have a slightly faster firing rate

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But I dont think that difference is good enough :/

graceful spear
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Also, about your previous post, teleporting around skeletons might not change much with them, unless they get new attacks paired into that teleportation / become smarter for when to teleport. Still a good idea.

copper surge
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Noice

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I was hoping the skeletons could leap like they usually do, then teleport, and then try to land on the player

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Catching them off guard

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They would leap from like a further distance tho

copper surge
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Again, I wanted them to use teleportation as an aggressive tactic, not a bitchy, cowardly, pussy, stalling move

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Fuck the blooms and slimes

graceful spear
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Parrying is a mechanic that should be used more

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I think the skeleton's ability is good now, because it utilizes parrying, but do you have any thoughts?

copper surge
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Only like two enemies use em(and one of the two doesnt exist yet!)

copper surge
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Nope

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Hedge elemental

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From sneak peeks

graceful spear
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Yeah

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Well I mean it is concept art

copper surge
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Yeah true

graceful spear
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Everything is subject to change, but yes

copper surge
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But I agree it should be more abbundant(parrying i mean)

graceful spear
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Anyways I'm gonna make sure to stick around whenever I think about adding variety to the luminous enemies

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wait I have an idea

copper surge
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We need a skeleton variant in the depths that has a crystal blade

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Growing from its arm

copper surge
graceful spear
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Just edited it

copper surge
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Ah

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I parry them anyway, so this is a w

graceful spear
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yeah.

jaunty girder
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ABCDEFGHIJKLMNOPQRSTUVWXYZ

graceful spear
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There's nothing you can really do to make the ceiling sniper type of enemy different from another, so parrying should be fine, as long as the depths is the only 4th floor alt floor.

copper surge
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Aight, what about the crystal great slimes

graceful spear
jaunty girder
graceful spear
# copper surge Aight, what about the crystal great slimes

They should maybe utilize the armour system, have a passive crystal shield with that can tank 2 hits upon breaking, **Explosions cannot break this shield. **requiring you to get close and attack rapidly, making you work around the current situatution?

copper surge
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Also this is what I love about the sewers, each enemy is unique and refreshing

graceful spear
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Is this good enough, Fart?

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can i call you fart?

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or exploder?

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what do i call you

copper surge
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This is really unique

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Just Fart

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So they behave like support

graceful spear
copper surge
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What about the elementals

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Can we change their beam pattern

low stump
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I have been asking for parryable beam since forever

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Slicing your sword in the direction of the beam would be so peak

copper surge
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Hmm that could be interesting

graceful spear
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Gotta go to bed

copper surge
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But we would have to make the elemental harder

graceful spear
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Will edit once my parents are asleep so i can sneak being awake

copper surge
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Aight

low stump
copper surge
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Yeah

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That could work

low stump
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Or just let them punch you

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Throw hands

graceful spear
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I have an idea

copper surge
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@graceful spear I know you’re sleeping rn, but while we’re at it, maybe we could do a separate thread for potential aberrants in the alt floors

graceful spear
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Lemme cook

copper surge
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What

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What I really want for a future update is just one dedicated to enemies

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No new floors just new baddies to fight

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And maybe more alt bosses to existing floors

graceful spear
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Upon getting in melee range, the elemental summons damaging spikes all around themself so you cannot hit them with melee. They will cease fire but be protected, and put down the spikes once you get out of melee range so you have to have a ranged duel with them. * If you manage to hit them during their protected state, they are invincible to all melee attacks

graceful spear
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Anyways, fart, I have no idea what to do for the skulls.

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Make them explode in 3 projectiles upon death?

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I dunno

low stump
graceful spear
copper surge
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This was due to lag

graceful spear
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Should we do trail or the bursts

low stump
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Bursts

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def

graceful spear
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Aight

copper surge
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Make them have a shorter charge time as well

graceful spear
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Alright

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We've gotten all the things

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Should we close the thread?

copper surge
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Idk leave it open

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People could have better ideas

graceful spear
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Aight

copper surge
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Lets focus on the aberrant one now

toxic nacelle
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I think these attacking systems might be too complex/intense for a second floor option. Take example from the sewers, the enemies are different but still aren’t too difficult, and even reskins are different in a way but not too complex. The maggots dash at you with intense speed, which is a completely different mechanic than usual. It’s a reskin, but still holds its own without straying too far. The floors are meant to be a different option that offers different enemies, however it’s not meant to be too hard. I think for balancing I’ll go over it one by one

Skeletons: in my opinion, I think the spike idea is great, however the teleporting is overkill. It becomes too complex in comparison, I feel instead the teleporting mechanic should be given to the elementals instead. Like the slimes, the elementals will teleport away when being hit with a ranged attack. It adds that flair of uncertainty while keeping the enemies balanced. The teleporting (in my opinion) is meant to rival the library (example the slimes teleport towards you offensively, the enemies in the luminous mines teleport defensively instead, library forces defensive play while luminous forces offensive). You can play into that. Forcing the player to play close quarters and aggressively.
With the spiker slimes, I believe they’re different enough as is. Adding the shield to them makes them even more annoying to deal with when they’re a more common enemy in the luminous mines. It makes the skill gap too different between the two different rooms instead of providing a refreshing variety.
With the ceiling snipers, I would personally keep up the theme of forcing offensive play. Instead of shooting at you, when spotted they protrude a spike of crystals where you are standing, forcing you to continuously keep moving and remove them from the fight as soon as possible. This, again, stumps defensive play and forces players to engage in battle instead of fighting from corners.
I honestly like the skull idea, I wouldn’t say anything against it.

graceful spear
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The spikes and the slime itself just have smaller hitboxes

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I understand your side though

toxic nacelle
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I was talking about the one that teleports away, there’s two “spike” slimes

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The great slimes and the bursters

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If the great slimes what you talking about I think just keeping the shield mechanic and making it a defensive slime would be good enough, no? Removing its spikes entirely and making it a support type

graceful spear
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The great slimes

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oh yeah i'm fucking stupid i forgot they make spikes on death