Quill Crabs enemy base too strong
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Quill Crabs are very common base enemies in maps, i assume they deal full physical damage with a chance to deal poison damage on hit and their elemental variations apply the respective ailments instead.
I'm not sure if it's because of the amount of projectiles they shoot (can't tell if it's a single hit or multiple) per attack, but since these enemies spawn in quite large packs they often lead to getting 100 to 0d in a few frames. Additionally, they overshoot their projectiles in a line, meaning all you have to do to dodge them is sidestep, however a lot of maps are filled with corridors in their layout and due to these monsters being so common it often leads to a really annoying game of either off screening them for safety or trying to one shot their packs as fast as possible or getting killed quickly otherwise. They also leave a poll of ailments on wherever their quills land so their cold variation feels especially deadly since the chill effect feeds back into likely getting hit by multiple quill crabs at once. It feels unintended to have this monster be much deadlier than most other monsters in the maps so it creates a really RNG feeling of "i hope i don't get Quill crabs in this map" Dernier bump le 13 avr. 2025 à 17:30:20
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