(One thing i feel the need to mention is that i am a hardore mobile player that prefers higher difficulties (already one zenith seed and three FTWs under my belt) so my problems may heavily influence me specifically.)
Many, not all. I think the three things that make a high damaging projectile are the speed, visibility, and spamability.
For example, skeleton archer deals over a quarter of your health on master mode, but this attack is very telegraphed, has enough velocity where you both can dodge it and the archer is shooting at a reasonable pase.
Compare that to every shooting mob in a pirate invasion: they stack, so your screen is constantly filled with projectiles; the bullets are fast, so you may not even see them in time, and the bullets themselves are very hard to see (especially for me & my weak eyesight).
But by far the worst of the bunch are three ranged enemies that actually share three common attributes: The Nailhead, Pirate Capitan and the Nebula Floater.
These three monsters made me ragequit countless times because they are
1. very tanky (especially the Nailhead )
2. Have a lot of knockback resistance
3. Unpredictable (either blend in or teleport around)
4. Spam your whole screen (NF can spawn in multiples, nailhead spams with intervals of being hit, pirate has his buddies)
5. they deal ABSURD damage (on ftw NF and Nailhead can ONESHOT YOU)
(Also before anyone begins to act smart like "you can block off the pirates" my problem is that i HAVE to block the pirates and standing in a box for fifteen minutes because of a random event is not fun.)
Also ranged mobs on events like pumpkin & frost moons. The Everscream has an attack where barely visible in the dark of night projectiles fill the screen and fly unpredictability dealing 250± damage. Or Mourning Wood's flaming arrows that, though predictable, deal 300+ damage.
The problem i find with those attacks is that, again, those aren't the only attacks you can worry about as there are mobs, more projectiles and even more of the same boss.
Betsy and Maritan Sauser are great event bosses not only because even though each attack deals 100+ damage they are pretty telegraphed and can be dodged with enough finess, but also because the enemies that spawn with them can, for the most part be ignored as you can take them in the sky and mobs can't just spawn in the air to kill you (besides whyvers but they be whyvers)
So, in my opinion, the damage of certain ranged enemies needs to be re-examined, as many of attacks of such kind only lead to frustration and turtling in boxes for periods of time .
Many, not all. I think the three things that make a high damaging projectile are the speed, visibility, and spamability.
For example, skeleton archer deals over a quarter of your health on master mode, but this attack is very telegraphed, has enough velocity where you both can dodge it and the archer is shooting at a reasonable pase.
Compare that to every shooting mob in a pirate invasion: they stack, so your screen is constantly filled with projectiles; the bullets are fast, so you may not even see them in time, and the bullets themselves are very hard to see (especially for me & my weak eyesight).
But by far the worst of the bunch are three ranged enemies that actually share three common attributes: The Nailhead, Pirate Capitan and the Nebula Floater.
These three monsters made me ragequit countless times because they are
1. very tanky (especially the Nailhead )
2. Have a lot of knockback resistance
3. Unpredictable (either blend in or teleport around)
4. Spam your whole screen (NF can spawn in multiples, nailhead spams with intervals of being hit, pirate has his buddies)
5. they deal ABSURD damage (on ftw NF and Nailhead can ONESHOT YOU)
(Also before anyone begins to act smart like "you can block off the pirates" my problem is that i HAVE to block the pirates and standing in a box for fifteen minutes because of a random event is not fun.)
Also ranged mobs on events like pumpkin & frost moons. The Everscream has an attack where barely visible in the dark of night projectiles fill the screen and fly unpredictability dealing 250± damage. Or Mourning Wood's flaming arrows that, though predictable, deal 300+ damage.
The problem i find with those attacks is that, again, those aren't the only attacks you can worry about as there are mobs, more projectiles and even more of the same boss.
Betsy and Maritan Sauser are great event bosses not only because even though each attack deals 100+ damage they are pretty telegraphed and can be dodged with enough finess, but also because the enemies that spawn with them can, for the most part be ignored as you can take them in the sky and mobs can't just spawn in the air to kill you (besides whyvers but they be whyvers)
So, in my opinion, the damage of certain ranged enemies needs to be re-examined, as many of attacks of such kind only lead to frustration and turtling in boxes for periods of time .