Been playing Evolve since the Alpha and the Kraken has always bothered me a little. Now I’m taking a buddy up from 1 to 40 and I’m noticing a trend of Krakens creating more toxic environments for hunters than the other hunters. This is not so much a balance issue as an interactivity issue - with a flying monster, options can be somewhat limited. I think there have been some really good changes made so far (and the flight changes that didn’t work were a valiant effort). Two things stand out to me -
1.) Banshee mines do invisible damage to hunters, instantly popping when dropped on peoples heads.
2.) The fallen comrade game is extremely bad for hunters. If a Kraken picks off the medic early, he can continue to hover at distance and lob bombs until the character in question is dead. It has no need to commit any more or less than usual to stop a revive from happening, meaning that unless you have inflicted substantial damage, most games are over when the first hunter has fallen.
I’d really like to see a slight delay between a mines creation and its explosion - allowing it to seek and shriek for a half second after its creation but not to detonate until the hunters have had a chance to react to its presence. It would also be nice if the Krakens light, ranged attacks didn’t interrupt hunters from reviving, forcing it to close the gap or at least expend abilities to keep hunters off.
Regardless, the Kraken should be given more reasons to commit and come down to the ground every now and then so that every hunter has at least a window of opportunity to do heroics. Right now, much of this monsters advantage is in his frustrating mitigation of Hunter usefulness, and that feels problematic even when a victory is assured.