Enemy Update Hotfix #2
I've been reading all of your feedback carefully, and decided to make some adjustments I believe will help make for a smoother experience. I was a little worried about how the stun changes would be received initially, and I hear you loud and clear. Reliable stuns are not only a core part of controlling large crowds and encouraging offense, but also critical to satisfying hit feedback as well. Additionally, the early game in particular was rough to get going, so I want to ease people in better.
Balance
Bug Fixes
Thank you for your honest feedback, and let me know what you think of these changes. I am committed to keep refining Mortal Sin, and make it the best action roguelike possible
Balance
- Normal enemies will now get stunned reliably as before. Unholy Rage enemies, Bosses, and Elites still have poise, meaning they are more likely to be stunned as they take more damage. Projectiles can now stun again, but it's very short and only affects the upper body, while the legs can continue moving towards you. The upper body stun also applies to enemies who are running (instead of them having poise like it was before).
- The attack warning indicator UI now overlaps all other indicators so it doesn't get covered up by slowing ground and similar status effects
- Enemy health reduced by 20% for Area A, round 1 (i.e. the first five levels). I feel this will help in getting the run going, because it allows a little bit of time for you get some skills and equipment to boost your damage.
- When you have your guard broken, you will now take less durability damage proportionally to how much was blocked, similar to how health damage works after guard break. Before it would take full damage no matter what, even if you blocked most of the attack.
- Wraiths can headbutt like they used to when they have no arms, so they don't run away as much
- Reduced Summoner (cave goat caster) base health from 425 to 375
- Reduce Zealot (forest pumpkin head caster) base health from 375 to 350
- Reduced Baron of Sin (dungeon demon boss) explosion force from 10 to 5, reducing its durability damage
Bug Fixes
- Fixed a missing enemy spawn in Maw of Sin
- Fixed bug where enemy invulnerability shields ignored their legs
Thank you for your honest feedback, and let me know what you think of these changes. I am committed to keep refining Mortal Sin, and make it the best action roguelike possible