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Design / Re: creating compelling monsters
« on: October 21, 2014, 01:32:40 AM »
I suggest having enemies that will attack other enemies in general. Its quite immersion breaking when a mindless hoard of splitting worms ignores everything but the player. Surely stimulating a worm nest. locking the door, and luring enemies through it (or as an escape route) would make strategic sense.
Or perhaps having a strong unique that will hunt down other monsters. This potentially steals player XP (which they hate, but usually has little impact), and allows players to fight them while they attack something else.
Or perhaps having a strong unique that will hunt down other monsters. This potentially steals player XP (which they hate, but usually has little impact), and allows players to fight them while they attack something else.