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Some enemy archetypes have not been fun of all sorts

yet they keep sprouting up. Why? Maybe they’re easy barriers to set up involving the player along with the finish line, prolonging the playtime missing the consideration for the expertise of the experience. Or even some developers just hate us.

No matter what, games have existed good enough for many people to collectively know better. Let’s get rid of these crooks permanently.

You’re hitting a dude, and the man suddenly reappears some place else. Great. Do you know what that adds to combat? Not really strategy. Not really excitement. Definitely minutes of finding him yet again, possibly being forced to then walk throughout the screen for a couple not-action-packed seconds, hoping he doesn’t teleport again.

This really is compounded when the teleporting enemy features a wind-up animation which renders him temporarily incorporeal. What you can do are by sitting tight while he wastes a greater portion of everyone’s time or wail away at his invincible head out of pure frustration.

Option 1: The guy using the huge shield features a weak spot you can attack from your front. His feet are sticking out. He has a conveniently open portal before his face how big a tuna can. Whatever. He’s going to well be invincible, and the whole time you’re plinking away with the tiny vulnerable point, you will end up considering how weird it is that they didn’t cover himself right.

Option 2: You must hang back the guy while using huge shield and hit him from behind. Each and every time. An undesirable guy which was presumably tossed in the mix to generate things interesting just has added another predictable and creatively restrictive element to combat.

If we are going to have dudes with shields, make shields smaller and require criminals to dynamically move them facing attacks since they maneuver in battle and engage us in alternative methods.

Robo-frogs and robo-mosquitoes in Daikatana. Pygmies in Diablo 2. Duke Nukem Forever’s impregnators. Has anyone, anywhere, whenever they want, enjoyed fighting a swarm of small fast-moving enemies? No. Of course not. These are the basic gaming equal of a laser pointer flickered through the ground looking at the cat. Only, somehow, more demeaning.

“You should be kidding me. Now I must hit him again? Why? Is he going to just improve your health an extra time, or can there be some trick I’m missing? Great, now he’s healing faster than I am able to hurt him. Maybe only use this other attack… oh, he teleported. Course.”

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