Elite Enemy Mechanics?

Own

Moderator
Not all enemies get a unique mechanic. This is a bummer in Arcade because, hey, it just means they do a little more damage than usual. :( They don't really require you pay attention to them or give them any special treatment. If possible, I'd love to see these Elite upgrades, or something else exciting:

Rabby: Currently - Gains attack speed?

Possible improvements: Enrages as per Elder Rabby at (25-50%?) HP for # seconds.

Bloomo: Currently - ???

Possible improvements: Double-swipes. Optionally, occasionally spits seeds at those nearby. Optionally, retreats back into miniature size if no target is within swiping range, requiring close-up encounters and shielding to block it's damage before counter-attacking. I love the idea of it shrinking and hiding, personally. <3

Crystals: Currently - ??? Would be interesting if an Elite Crystal was capable of having all 3 powers simultaneously. Otherwise,

Possible improvmenets: Blue - Can shield up to 3 non-blue Crystals. Optionally, shield bubbles become damaging to walk into. Optionally, shield bubble temporarily buffs / Elites target enemy while bubble is active.

Purple - Gravity hole trails after player, steadily drains HP and / or EP of any player inside.

Green - Laser can sync up with 1-2 additional non-crystal enemies.

Pecko: Currently - ???

Possible improvements: Essentially turns into a woodpecker, rapidly pecks 5-10 times in a row. Optionally, kicks up blinding dust. Optionally, kicks up a whirlwind.

Wisp: Currently - Shot moves faster?

Possible improvements: Fires two shots, one curving left and one curving right for increased difficulty out-manuvering them. Optionally, fired shots do not stop homing on player until it hits or is blocked.

Gift: Currently - ???

Possible improvments: Spawns a random Elite enemy that's currently discovered in your Bestiary. Optionally, spawns 3 random non-Elite enemies that are currently discovered in your Bestiary.

Season Knights: Currently - ???

Blue - If empowered, can change direction once mid-lunge to try and land the dash on you. Optionally, can use ability without empowerment, same as the next two.

Green - If empowered, can temporarily create an unwalkable line/chasm extending outwards in the ground following ground slam.

Orange - If empowered, spin attack slightly sucks players in towards it.

Season Wizards: Currently - ???

Blue - Frost aura. Passively slows players that get near it. Optionally, can use ability without empowerment, same as the next two.

Green - Thornskin. Every # seconds puts up a prickly barrier around itself for 1 second, dealing damage to players who melee attack while it's up.

Orange - Repulsion. Every # seconds creates a sudden gust of wind around itself, severely knockbacking any nearby players for 0 damage, similar to Terrorweed's knockback strikes.
 

GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
Wisp: Currently - Shot moves faster?

Possible improvements: Fires two shots, one curving left and one curving right for increased difficulty out-manuvering them. Optionally, fired shots do not stop homing on player until it hits or is blocked.
The Wisps in Hard Difficulty in Story Mode already have the full homing effect so that wouldn't be hard to add for Elites in Arcade Mode. :p
 

Own

Moderator
I meant like, maybe perpetually following you without burning out, until it hits you or you take it on the shield. But maybe that would be a little OP. If they do that on Hard Mode I haven't seen it before.

A pair of forked, curving shots to the sides could be pretty cool though as an alternative. :D
 
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GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
They stick to you even if you take damage so if you stand still while you're in your invincibility frames as soon as you get out of it you take damage from the homing shot that is sitting inside your character. It's actually quite strong. :p
 
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