Hello all. Here are a couple of ideas I’ve had to help out our main monster, Goliath. Just wanted to share them with the community, and if any devs find them compelling, might lead to some changes for Goliath. Let me know what you think.
Give Leap Smash the same ability that Lennox’s Thunderstrike has to hit targets in mid-air. I’ve “hit” many mid-air targets with leap smash countless time due to them jetpacking upwards, but since they are out of the very end explosion, they take no damage. It seems strange to me that a giant monster jumping mid air gently brushes past the hunters in mid-air. Perhaps it can have the same drag effect that Charge has, and pulls the hunter along with Goliath towards the smash’s end explosion.
Give Leap Smash the ability to target walls at any point in the trajectory. Currently, if you try to leap smash a wall, it will only work on the downward trend of the arc, and even then, it feels buggy, while it tries to create a full arc of movement. This change is mostly to counter roaching. I can imagine the animation of this ability being a jump into a shoulder slam into the wall.
- Allow for “left handed” rock throws. Nothing is more frustrating than having the rock you just picked up explode in your face because of a nearby wall on your right side. You already can detect that a wall is nearby when monsters attempt to evolve, so I’m wondering if it would be difficult to apply this detection to the rock throw; making Goliath pick up rocks on the correct side of his body when near walls.
- Allow Charge to be used to attack and climb up walls. As it currently stands, I think charge is under utilized due to its lack of utility and of how easy it is to dodge. Couple that with it doing less damage than Leap Smash, and I’m fairly confident that the majority of Goliath players only take one point in it. Some added utility may make the ability more fun to use and justify the full 3 points it rarely sees.
General: Goliath’s Movement
- Allow for more smooth movements throughout the world. I believe Deanimate (often) best describes Goliath’s movement in a single word: “clunky”. I have to agree with this, as Goliath seems to get stuck or hung up on any and every piece of terrain/wildlife/tree branch in existence. This clunkiness becomes especially apparent around trees, especially unbreakable ones. What makes it even worse, is that as Goliath evolves, he gets bigger, which leads him to hit more objects in the world, and take longer to get around stuff. This likely contributes to the perception that monsters get slower as they evolve; the larger the model, the more space you take up, and longer it takes to get around things. Pillar humping vs a Stage 3 is extremely common, and quite frustrating to play against. I’d like to see Goliath able to tear through breakable terrain with more ferocity, and able to move around pillars more closely to catch them pesky hunters.