The devs have confirmed that the game’s engine cannot handle a monster going into the ground, as if to burrow. Most likely, we cannot have a burrowing monster because of this. The Host was also scrapped because AI minions were just a pain in the ass for all parties. I, however, think I’ve found a solution to both of these problems.
Let’s look at Bob. If you look closely, he doesn’t actually curl into a ball. Instead, his model is replaced with the ball as a lava effect distracts you from the change so that you don’t even notice that the model is changed. The same could be done with a burrowing monster. Let’s say it has spines on its back; or, if need be, just a single spike, which would ease animation. For its traversal, the monster appears to faceplant as dust flies everywhere; when the dust settles, only the monster’s spines are visible, with some dust clouds following the monster’s movement. The spines are their own model; there’s nothing actually beneath the ground.
For the Host archetype of monster, only one ability would create minions; maybe two. The player could manually select a target for the parasites to fly at; then, upon activation, the parasites seek out the target. Alternatively, the parasites could be part of an ability where they swarm around the monster, protecting it and attacking whatever comes in range. If there is to be a second ability with minions, it would be similar; but this could be a single parasite that explodes.
These traits would be neat if they were part of the same monster. Two hunters, one Goliath rock, so to speak. The purpose of this thread is just so that, if the devs decide to make another tier, they have ideas to help them implement things they had to scrap before and which people have wanted to see. I may be horrible wrong about these solutions, though. I’m no game designer, and I don’t really know how the engine works.