Enemy Changes - kking117/balls.txt GitHub Wiki

Crystalisks

Crystalisks have had a few changes to increase counterplay, as they are notorious for ignoring many mechanics. Notable changes include:

  • Fixed Gaige and Krieg's melee attacks not dealing extra damage against its crystals.
  • The main body can be damaged, but only takes 1/3 of it.
  • Doesn't get health regen in UVHM.

Almost every Crystalisk is statistically weaker than a Volatile Crystalisk, including DLC ones, which is usually the opposite of how things work. So yes these changes are necessary.

Volatile Crystalisk

  • Removed the 50% resistance it had to Explosive, Fire, Corrosive, Shock and Slag.
  • Is classed as a Champion, mainly to prevent regen in UVHM.

Volcanic Crystalisk

  • Removed the 50% resistance it had to Explosive, Corrosive and Slag. (Fire resistance was kept, it never had Shock resistance for whatever reason.)
  • Made the main body resistant to damage to match Crystalisk changes.
  • Is classed as a Champion, mainly to prevent regen in UVHM. (Was never a problem, just doing this for consistency.)

Cave Crystalisk

  • Stats changed to match Volatile Crystalisks.
  • Is classed as a Champion, mainly to prevent regen in UVHM.

Rabids

This section covers Rabid enemy changes, also includes other enemies that fit the criteria of being a Rabid but are not named as one. The main goal is to make Rabid enemies less of an outlier in combat, I'd rather most enemies pose a threat rather than a relying on a random odd ball in the spawn pool.

Rabid Stalker

  • Shields increased. (5 -> 7)
  • Health reduced. (5 -> 2)

Encourages using Shock as a counter against them. Also with shield scaling changes they should be much more bulky later on.

Rabid Skag

  • Health reduced. (8 -> 7)
  • Movement Speed reduced. (800 -> 720)

Smaller nerfs to keep in line with other Rabids.

Armored Psycho

  • Health reduced. (6 -> 4.8)
  • Movement Speed reduced to match a regular Psycho. (700 -> 622)
  • All body parts except for the head take x0.8 damage.

Their effective health is the same, until you hit their crit spot, in which case they are much weaker now.