Atrash the Squidmonger
(?)Community Member
- Posted: Wed, 15 Sep 2010 02:31:56 +0000
What strategies would you like the animated in later areas to adopt, to provide more challenge and variety? What strategies would be most devastating, while not just being powerful due to brute force?
Some ideas
- Treacherous terrain. Areas where you can drop off to other areas (either to insta-daze, or to be separated from yoru crew and have to fight your way back up), areas which damage you just by being there (like Fire Bad! - perhaps ones with debuffs that attach just for being there, or even crowd control effects).
- More crowd control, definitely. It's the most effective animated strategy we've seen so far (Masks FTW).
- Knockback used to break up crews (what if a cherry fluff type of suicide bomb thing fell into the crew with damage and a large knockback, throwing the crew apart? Healing would be tricker, among other things).
- Ranged animated knowing their place, not charging melee players.
- Knockback attacks being used to keep players from getting close to these ranged animated. Perhaps knockback from very durable animated, while the ranged fighters are weaker, but more powerful hitters.
- Animated which retreat when lowered to a certain amount of health, and keep retreating (at least a screen or so). Preferably with ranged attacks for sniping at players, but perhaps just to lure players in (while denying them the kill if they chicken out - maybe healing and returning later once healed up).
- Healing.
- Scouting to avoid players. Communicating with other swarms to converge on crews (instead of just scouting in circles, basically patrolling to get killed).
- Concentrated fire. Swarm hatred (maybe for a swarmlike animated - a sort of hive mind).
Some ideas
- Treacherous terrain. Areas where you can drop off to other areas (either to insta-daze, or to be separated from yoru crew and have to fight your way back up), areas which damage you just by being there (like Fire Bad! - perhaps ones with debuffs that attach just for being there, or even crowd control effects).
- More crowd control, definitely. It's the most effective animated strategy we've seen so far (Masks FTW).
- Knockback used to break up crews (what if a cherry fluff type of suicide bomb thing fell into the crew with damage and a large knockback, throwing the crew apart? Healing would be tricker, among other things).
- Ranged animated knowing their place, not charging melee players.
- Knockback attacks being used to keep players from getting close to these ranged animated. Perhaps knockback from very durable animated, while the ranged fighters are weaker, but more powerful hitters.
- Animated which retreat when lowered to a certain amount of health, and keep retreating (at least a screen or so). Preferably with ranged attacks for sniping at players, but perhaps just to lure players in (while denying them the kill if they chicken out - maybe healing and returning later once healed up).
- Healing.
- Scouting to avoid players. Communicating with other swarms to converge on crews (instead of just scouting in circles, basically patrolling to get killed).
- Concentrated fire. Swarm hatred (maybe for a swarmlike animated - a sort of hive mind).