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Rathuum: Sonicor, Enemy Balance Issues and Suggestions.


Burnthesteak87
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For those who can't manage to legitimately SOLO beat the 3rd round or find it hard going trough it, I suggest into using Sonicor (paired witha  good melee) and Sniper Rifles.

The point into enemy units oneshotting you on sight, being tanky and having no counterplay or telegraphing on their attacks forces the player once again to resort to the obviously cheap Crowd Control spam tactic.

Sniper Rifles allows you to engage and oneshot enemies at really high distance, being out of harm.

Sonicor allows for stunlock on heavy units and finishing them with a melee weapon.

DE please, keep this in consideration when balancing enemies.
Telegraphing on heavy attacks and oneshots (which also aren't funny at all) to challenge the player's reflexes. This gets even more important when 2 enemies with oneshot attacks do interact with the player together.
Always give a Counterplay measure which isn't Crowd Control spam or Invulnerability spam.
If you manage to make tanky units to have a longer fight, don't assign them boring or unfunny mechanics (as oneshots).

Executioner Noc is an example of a broken unit, it deals ridicle quantity of damage at whatever range, over spawning the Death Carabus which is ridicle itself.
It's meant to be dangerous in close combat, but it doesn't fit its description since it oneshots you with pinpoint accuracy even from far.

Executioner Gorth has a great counterplay in contrast: its missles and grenades can be dodged with a good use of reflexes and parkour; he can be engaged melee and kited to stop him spamming missles; it eventually has a melee charge which makes it still dangerous even if kited and counterplayed. A good result here.

Edited by Burnthesteak87
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