the enemies feel too generic lategame
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A main endgame issue this game has is that the enemies feel too generic lategame:
-the quality of movement: it always feels like a swarm coming towards me, chasing me - if I'm strong I move forward dps-ing, if I'm weak I kite backwards Why not have other movement qualities like ranged enemies trying to kite me, eggs hatching if I don't go towards them to destroy them in time, enemies at different speed reaching me at different times, needing to hide behind an obstacle to evade projectiles, slow and powerful enemies that I'm too weak to engage directly, but need to kite for a while (including "melee kiting" / engaging + disengaging them multiple times as a monk or huntress - we already have the abilities for this, so it would be good to have actual combat situation were they can be used meaningfully) -it always feels like a swarm: its fine to have swarm situations, but there should be also situations with tanky enemies (with interesting abilities, so fighting them isn't boring) or waves of enemies -it feels too much like projectile bullet hell, but individual projectiles don't seem to matter much - both quantity and impact of projectiles feels better in act 1 than in lategame -there is a lack of diverse monster abilities: its mostly just another projectile attack or slam - why not have monsters that can actively dodge my skills (but have weaknesses like holding still to charge up a skill from time to time, so I can hit them); are tanky if attacked from the front, but weak if attacked from behind; channel powerful abilities that can be interrupted and are prone to crowd control; or get new abilities if surviving for too long... -rares would feel more fun to right if they had more diverse attack patterns and survive longer -in general it would be more fun if engaging enemies in different ways would be beneficial to the player: e.g. while there is crowd control, there is not much reason to use it in this game - during the time it takes to apply crowd control one might as well just kill the enemy and there aren't any enemies where it would be actually important to crowd control them, more often than not its just part of the damage rotation Last bumped on Apr 20, 2026, 10:03:40 AM
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Great feedback for what direction I hope to see this game go.
They already have a lot of the pieces for what you requested. They have Bosses w/ unique Movesets. Then they cannibalize those Movesets and piece-meal them out to different Mobs (or vice-versa). So in a sense, design-wise, you are able to encounter these mechanics and learn them individually in lower-stakes environments. Then you are challenged by facing them all together @ the Boss Fight. This is great design. And they already have other things you listed as well. They just maybe could use more iteration/polish, and that will only come with time. (Though for sure it's always useful to highlight what's working, what isn't, and what could be tuned up or down a bit, etc, etc.) I do think individual Mobs need a bit more dynamics to their movesets. But I think the real gold would be programming Mobs to combo/interact a bit more w/ each other. So like certain combinations of Mobs/types would unlock special Movesets/Formations, or Buffs or something. Not just more Mod lines (on Rares).
Spoiler
Though, honestly, I think the Endgame pacing they're going for is for Whites to pop easily, that will chain somehow and kill the Blues. Rares will take a few skills, maybe a min (or two) if they weren't made squishy from the Whites and Blues all popping. Then Bosses to be 2-5min.
So they're probably not too interested in all this work to make the second-to-second Gameplay more interactive like this. Don't get lost by being so focused on the target that you forget to enjoy your surroundings. Last edited by freudo#0225 on Apr 20, 2026, 10:08:51 AM
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