Board Thread:Suggestions forum/@comment-25981649-20170817085134/@comment-32865299-20170818175609

213.55.184.233 wrote:

Notverygoodusername wrote:

Mobs that fight in the "bull" manner are easy to kill. You can pretty easily avoid hits by just using the a and d keys. With that ability, I bet many players could take out mumakil without taking a single hit (except they can still take damage from archers on top of it).

Also, I find the mumakil eye hit thing too op, especially if you can hit 1 eye many times. You can shoot them in the eyes and then make them run amok. I suggest:

A: They would not drop the archers when they run amok. They would still damage the units on ground, but the enemy of the mumakil would still suffer bigger losses.

B: No eye hitboxes. They can be hit with projectiles all over the body, but they have 17 armour points agianst projectiles, compared to 13 agianst melee and other causes.

C: Only running amok when the driver is killed, although the driver is an extremly easy target to archers.

D: Less trampling/contact damage. 15 is a massive amount, it would probably be the hardest-hitting mob attack in the mod. I'd say nerfing it to 9 or 7 instead.

Why all those? Honestly, I find taking out a mumakil is too easy with the original proposal. Having a mumakil seems to be rather a disadvantage to you than your enemies.

Also, about the quick-build towers, I think big and stronk npc-s such as trolls, ents, mumakil, balrogs, etc should be able to break blocks in their way.

I don't think the mumakil needs to charge in agianst enemies close-by. The sweep attack with tusks is strong enough. Interesting proposal, here's my take on your responses (I am OP btw, didn't log in tho)

1) I agree- bull attacks are incredibly easy and should not be the case for Mumakil

2) Another good point, however, though I am unsure that there can even be extra hit boxes- the eyes would be made very small and on a moving target it would be near impossible to hit. Perhaps lowering the damage value to 10-20 would work?

A) Perhaps, but this would be more of a loss for the enemy considering that you would lose 9 archers permanently

B) if what I said in 2) wouldn't work, then perhaps this could work, but with 18 protection instead of 17 against projectiles, so arrows would only deal half a heart

C) I disagree, an elephant should have (a very little) chance to run amok if the above things are mentioned, so to make them more intimidating to both sides

D) tbh I wouldn't change it very much, though I would probably do it so that it would depend on what part of the mumak you touch, or 8 naturally but 18 when it's running amok (so that it 'tramples' enemies and allies a lot more)

3) I agree

4) by charge in I mean to attack Melee instead of just using the ranged archers Actually elephants (and mumakil are just big versions of them) are known to go amok very often so it's historically accurate that the mumakil might go amok if he was about to die etc