Blue Shadow wrote:
...Add to that how the attack deals damage; it does a very small amount of damage every tic as opposed to inflicting one big chunk, which means you're gonna need a blue armor at least to actually resist any amount of damage.
I don't want to punish the player for not screwing up, because in case they do, it will be very bad taking all that damage.
I understand; that's why I said "I like the fact that you played it conservative, though, rather than making it flagrantly overpowered."
Personally, I don't see [changing his behavior below 35% health] necessary, since the same dodging tactics still apply.
I agree; but since a few other monsters--like D'Sparil, or the ZSpecOps--have set precedent for some form of modified behavior (like speed or aggression) below a certain health threshold, and you're already using a health threshold to control attack behavior, I thought it worth suggesting.
As for the resurrection ability, I'm won't make it have that one. It's a very annoying ability (to me anyway) and the archvile already has it which is enough, IMO. Besides, not every archvile variant needs to have an ability like that.
Most of the Arch-Vile variants DON'T have resurrection, if I remember correctly.
It's just that resurrection is the Arch-Vile "trademark", so I'm gonna bring it up out of reflex whenever I see an Arch-Vile variant without it. It's nothing personal, I assure you.
In any event, I like this monster, and hope to see how it develops--hopefully into something that you're willing to share with the community.
We could always use more Arch-Vile mods...