- Joined
- Dec 7, 2013
The way it's worded makes it out so that they're not nerfing them so much as they're adding enemy types that force you to broaden your approach. I'm assuming with the ghost you either just kill everything else so that it doesn't have anything else to buff or get the plasma gun ready and end it ASAP. A sort of reverse Archvile for the former strategy. It being unbreakable and unstunable, combined with multiple Marauders making fighting a single one difficult, might also give us more reason to use the Unmaker for extreme single target damage.I'm not into this nerf dominant strats just so the other weapons get some love kind of approach. Will that get tryhards to deviate from PB+anything? We'll see.
Think about the fire room in Cultist Base, which is probably the single most dangerous thing in the game on a fresh save or UN run. It has hazards on the floor and walls to counter the movement options you'd use anywhere else, and there's a big pillar in the center blocking your line of sight. In the master level it's even worse due to the number on Mancubi being increased while the Arachnotrons and Carcasses harass you and block LOS to an even greater extent then before. The thing with it is that it's the only place in the game where the ambient bomb enemies are really important. They're a godsend for fresh runs and they thin things out a great deal on the Master Level. It's something that is underutilized in the rest of the game that shines through in a smart way at that specific point.