Just some feedback on VFX/Cast animations for enemy mobs. Apologies if the names are little off.
Lighting:
- Chimera (necrotic) | the glow attached to the body as well as their lobbed artillery style attack are extremely bright, especially when several of them are overlayed.
- Blood Chimera | Lobbed artillery style attack is extremely difficult to see against darker environments such as the Magma arena. Applies to the telegraph, the shot itself, and the residual pool.
- Oricalcum (stompy flower) | lingering poison pools difficult to detect against darker environments or overlapping spell effects.
Minimal player reaction:
- Lightning Skullen | Very high instantaneous damage from off screen with their lightning blast ability. Not a lot of counter play here.
- Seige Golem | Frontal fire cone ability is generally fine with a long wind up but he can start that wind up well before the player can see it (especially when directly above or below the screen). Suggest decreasing cast activation distance and compensating with decrease pre-cast channel time (wind up).
- Osprix | when they levitate and start dropping tactical nukes from off screen. I believe they target player location with the blast happening on a delay. Lack of telegraph and extended range can feel very punishing when paired against it’s damage output.
Extended player tracking:
(wind up cast abilities that continue to change direction to the player location up until the cast itself going off, leaving little room to avoid)
- Soul Cage | Necrotic breath ability, very high instantaneous damage
- Wisps | Necrotic Line blast ability
- Rime Giants | Avalanche ability. Not necessarily a bad thing but can be extremely difficult for melee builds to have appropriate damage windows. Suggest cooldown be revised.