Ghosts should be silently feeding most of the time, but if they notice you they’ll creep closer, and then scream and charge at close range, deal huge damage, and run back for a bit before trying again. They do it constantly, but that just makes them more annoying, rather than scary. Ghosts ATM are not scary because all they ever do is scream, run at you, and deal like 9% damage. Reapers are uncertain, as they can be very quiet, get close in murky water, and then surprise attack you when you don’t expect it. Maybe you’ll be fine, just repulsion them away and keep going, or maybe you’ll actually end up in trouble. This makes them more of a worry, because you can’t easily tell what’s going to happen. Maybe your Prawn will drop into lava, never to be seen again, or maybe you’ll end up next to a hungry crabsquid that wants a bite of you. Things like Warpers manage this, as you are never certain where they’ll warp you out. What IMO should be done is increase the uncertainty by method of things that our minds struggle to understand on the fly, that we can’t easily make decisions over. As is, there is too much certainty once you know an enemy, and its hard to really fix this as once you spend enough time with an enemy, you’ll learn their patterns and gain that certainty. The biggest thing that makes enemies scary, however, is uncertainty. I would introduce a method of distracting each normal enemy in this case though, so you can do what you need to do in those areas rather than not being able to explore them stalkers and crabsquids are already covered, but maybe bonesharks avoid flares, while the electric eels are attracted to metal so you need to leave your vehicles behind or they’ll attack them. They encourage running, not fighting, especially if combined with a weaker repair tool resulting in high attrition damage. This would make the enemies more of a threat, but not just instant kill machines. Bonesharks and similar should do 20-25% damage, taking it from a 7 hit kill, to a 4-5 hit kill, much more risky. Getting in its mouth is an instant kill, while its arms are a third health damage each, and its breath is faster and somewhat special, but we’ll get to that. The Ghost should two shot it, though it needs other changes in that regard too. Further, late game monsters should do far more damage to the Prawn. The damage difference between those two is effectively one hit, but the bigger numbers make them a bigger worry, rather than just ‘Oh look, 10% damage, I’m fine’. Getting hit by a monster should hurt, and scare you. Don’t just attack once then leave them alone. Enemies should return to attack you again quicker attack once, swim off a bit, give the player enough time to swim away, and then come back to attack again. I get that this is to give players a chance to run away, but as is its too generous - especially once you get a Prawn. An easy way to make things harder would be to cut the repair tool to half or a third of its current charge - forcing you to carry batteries to swap between for constant use, and increasing the risk that you can’t repair your vessel if it gets damaged - meaning death by a hundred cuts becomes a real concern.Īnother issue is that most if not all enemies attack once then run away, dealing. One major part of the problem is the Repair tool. Honestly, the problem is several fold and hard to effectively fix. It kinda defeats the fun of leviathans if you can repeatedly stasis and knife them to death. If the size of the enemy determined the size of the stasis field needed to stop it, I think that would be better (aka to stop a small, passive fish the 1% charge would be fine, but to stop a charging reaper you'd need a 10% charge) just so that there's an aspect to managing your remaining charge when in a hostile region. The small 1% battery cost per shot already allows you to spam the rifle if an enemy is approaching, and even this small cost is almost completely nullified if you use an Ion Battery. The leviathans need more ways to actually damage you, making you want to scurry from cave system to cave system to avoid them, rather than taking the small damage, repairing, and moving on.Īlso, the stasis rifle seems to be a bit too good. If it had suddenly charged me and grabbed my prawn suit, similar to a reaper, and began punching the cockpit I'd be sufficiently more startled to meet this enemy than I was. I looked up and there it was swimming away. I was drilling a bite of Kyanite when suddenly my PRAWN suit took like 8 or so damage. The first time I encountered it I didn't even notice it. Yeah, the Sea Dragon was kind of a disappointment.
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