#Regarding "nearest enemy" effects

5 messages · Page 1 of 1 (latest)

minor schooner
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As it stands right now, there are several effects that effect the "nearest enemy", such as those on vestiges, ascensions, and most notably Godkeeper's spear smite effect. But as of right now, there's not really anyway to tell which enemy is considered by the game to be the "nearest".

I'm wondering if maybe a small highlight or indicator of some sort could be applied to what the game considers to be the nearest enemy? And perhaps, this could be extended to when you're placing or hovering over a Godkeeper spear, it changes the highlight to be on the enemy nearest to the spear. Something like that!!

Also, vestiges (and other things??) that have the effect of "on turn start, <do X effect> to the nearest enemy" should really be changed to say "to a random enemy". Due to enemies moving around a bunch between turns, this oftentimes feels entirely random what enemy will end up being the nearest, except in niche cases of enemies that don't move at all like how the Captor doesn't move, etc.

elder horizon
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Adding some indication of the current nearest enemy would be amazing. It would also be great for star captain's shock or mark on mission leader. Marking blink also could benefit from it, depending on the UI.

Enemies move a lot, but it isn't completely random. Not dealing with enemies that stand still, generally enemies spread out around where you end your turn, avoiding the outside gunk. You can manipulate where they will stand a little, especially with teammates.

Since all the effects will go on the nearest enemy, you know the effects will stack up on that one enemy rather than spread out. It can be bad if stacking the effects is overkill, such as whittling mitts putting frostbite on an enemy that is already going to die from blaze of brigid's burn stacks.
However, there are also situations where it is better, you might want those effects to stacks on one enemy. Silenced metronome with enough stormking will apply mark. Molten 3 with blaze of brigid puts those burn stacks on that same nearest enemy. Now you get 30% extra binding damage to the marked enemy. If the effects applied to random enemies, you might not have enough movement to get to and kill both.

gleaming wing
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I think that another problem is how effects that apply to the nearest enemy after they have moved. When fighting guardians you may want to end the turn in a position so that the effects get applied to the guardian but since the enemies will spawn and move before the effects get applied you often end up wasting them on the little critters that spawn. This becomes particularly annoying with the Rhinferno and Lusk the Blightbag. I think that the application of the effects should occur after the enemies spawn but before they move, so that you have better control over their application.

minor schooner
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Yeah i'd say either do that or just, like i said, "random enemy"

vale sinew
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For nearest enemy, I would like the damage preview to show what enemies get affected with what when you're able to attack, since the game doesn't have a grid system in place that tells you "this is the nearest enemy." Plus, stuff like "15 movement" is confusing a bit since I can't tell what units movement is "inches, etc." Currently, a lot of stuff is confusing in the game, and I think "nearest enemy" could be one of them to add to it.