Types
Type
Enemies priorise being in the line of sight of the PC, and attack in front of them.
Skirmisher: Favorises Hit & Run tactics. After attacking, go further away until their next attack Feral: Favorises Agressive tactics. After attacking, stay nearby, lower attack CDs Tries to keep distance with the PC and shoots projectiles.
Behavior
Tries to attack the PC from behind. This behavior will help us showcase the back parry.
Attacks
Enemies have 3 Light Attacks and 1 Heavy Attack.
Heavy Attacks and Projectiles are . (can only be Dodged) Ranged Attacks inflict on the Player Character and Enemies hit. attack X% faster / Attack Cooldown is X% shorter Defense
Enemies have a X% chance on hit to start Blocking.
When Blocking:
Counter-Attack if hit X times An Enemy stops Blocking if:
X seconds have passed without being hit Counter-Attack
A Counter-Attack is a special attack dealing X Damage and X Damage, and is a attack.
Special Cases
During the Grim-Charged animation, the enemy is invincible.
This is highly susceptible to being cut.
Concepts
Three choices:
Stronger Enemies
In this scenario, the Boss Arena is filled with stronger version of the enemies.
Bigger model, different animations, and special . Arena Boss
This boss is the size of the Arena, standing just outside of it. Level Elements might be used to deal damage to it.
Only modeled from the waist up.
Special Enemy
Highest time budget of all the concepts.
Giant Golem, unleashing area of effect attacks.
ACTUAL CHOICE: