More time to react than the other beam but now forces you to go up which in so many cases is impossible. The other new ability that I dislike is again the horizontal beam that rises up from below the fight. Add on that jumping away or going to a new platform just gets the elite to teleport to you and do it again instantly. ![]() It makes you either jump away, get to a new platform or it just shreds you because it is so fast to appear. One of the ones I dislike the most is the elite ability that spawns a horizontal electric beam right through the level the elite is on. They move like the Concierge.īe specific. Kunai Throwers' surprise deaths, because they can hide behind large enemies, can use their death sound to fool you into ignoring the surviving enemy you still see.Īlso, screw Failed Experiments. Kunai Throwers shove other enemies around on patrol. Kunai Throwers remember their combo if stunned midway, and resume like nothing happened. Unlike Disgusting Worms, Arbiters don't have unique sounds to follow their on-death bombs. Arbiters can drop on-death bombs due to faulty spawning in High Peak Castle. Arbiters, if you roll too early, can charge up in one direction and shoot their ability in the other. ![]() ![]() Bombers can hop with their jetpack and do a dive before you recover from your own melee weapon. Bombers follow you when you're invisible. Bombers share a sound with worms, and a sound with your own Ground Slam. Bombers' melee attacks do not "snap" their position to an attack stance like everyone else. Bombers' visual profile is always this skin-colored ball. (I had to turn down the music volume to learn what Arbiters sound like.) That's mainly because you can hear and see them very clearly.īut Bombers, Arbiters and Kunai Throwers all have ♥♥♥♥♥♥♥♥ features that contradict the design of the rest of the enemies: I will offer solutions: Arbiters - halve the range, increase attack cooldown Bombardiers - return parry for air attack, reduce attack speed for melee and air attacks Kunai throwers - increase the delay before the attack those new bird enemy - slightly increase attacks cooldown.ĭo you mean Bombers or Bombardiers? Bombardiers and their mortars are no problem without a shield. As a result, all melee flies away in the trash on high cells, gameplay from dynamic/diverse turns into monotonous/slow. There are still new birds enemies with extremely fast attacks cooldown, especially fun if you come across 2 elite and they just stupidly spam attacks, but this is nothing compared to the above. Kunai throwers(1BC) - absolutely not a problem on the 0-3BC, but because of invisibility, again, you have to drag slowly, become a huge problem on 4-5 cells cause infection. But since the release the game has become dull, dynamics died, new enemies ruin it.Ģ boss cell still fun, but higher not, cause:Īrbiters(from 3BC) - the worst, they shoot very far and over a large area, they greatly slow down the gameplay, shield parry or homunculus rune ability the only way out, as they are usually well entrenched and there are other enemies nearby, fortunately you can only be attacked by one arbiter at a time īombardiers(2BC) - not a big problem when alone, but in a compartment with other enemies just disgusting, the action on the screen just turns into a chaotic mess, where you can’t remain unharmed(beat giant flawless, so do not say that I can't dodge well), and in the narrow vertical aisles it’s still a perversion to dodge them Originally posted by Shlomo Silvershekel:git gud This is not the reason, I completed the whole game, beat all bosses.
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