Board Thread:Suggestions forum/@comment-25981649-20170817085134/@comment-213.55.184.233-20170818134520

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