The past 4 games I played as the Goliath I’ve won each time, and it wasn’t because I was facing incompetant hunters. Using the game’s sneak and footstep mechanics, I was able to succesfully lead the hunters away from the area that I wanted to feed, but I wasn’t feeding to evolve, I was feeding to simply get some shields for the strategy I had in mind. I put into different skills in each of the four games as Goliath and then I would attempt to lure the hunters into an area with some of the bigger wildlife, seeing as to how something like the crowbilled sloth hits like a truck. Once the big wildlife would damage them whether they were trying to get a buff or not, I would take the opportunity to strike, and it worked. The big walker animal once did almost half health damage to any of the hunters it attacked and I killed each hunter before they even broke my shields, which I think was due to them having to balance between two, or on one occasion three monsters. I did that four games in a row and it worked everytime.
Let me remind everybody again that I was level 1 with only two skills each time. I’m not trying to brag, I just think that the disparity between levels for monsters is insane, and Turtle Rock should create incentive for the player who is the monster to actually attempt to end the game early, whether it be an XP bonus that scales with time elapsed or something. The point I wanted to make is how ridiculous it is that these games last way longer than they should because people just want to get to level 3 which is extremely difficult to kill if it has full shields. I like how the game rewards me for using my strategy. So with that said, I hope everyone that reads this post takes something from it, whether it be a strategy or something. I’m glad that Turtle Rock took the approach of including hostile AI, as it adds a layer or depth to the gameplay which rewards players who experiment with different tactics.