#VideoGames #QuestionOfTheDay hardest/most annoying/most frustrating normal enemy (i.e. not a boss or sub-boss) in a video game?
I know after Mario Maker came out, a lot of streamers and reviewers revealed that they were terrified of the original Hammer Bros and they were traumatized as children by trying to get past them
@ami_angelwings oh yeah fuck those guys, what kind of psychopath just has an infinite supply of hammers to throw?
@bri7 i think it is esp frightening and hard for people because in later games they just threw a few large hammers while in the original, even if the opening in the pattern might be similar, it was a rain of tiny small hammers

@ami_angelwings these are the enemies that throw hammers in an arc, right? (i've never played mario)

there's a similar enemy in zelda 2 in death mountain that gave me way more trouble than anything else in the game 

@ami_angelwings Elden Ring lobsters have always something I watch from afar.
@ami_angelwings In #FGO? Those bloody ghosts (or any other mob for that matter) that keep draining my NP gauges
@ami_angelwings I want a clean efficient 3-turn clear and those things mess with your refund and make completing the loop annoying… #FGO

@ami_angelwings the promethean knights in halo 4. they take 1 point of damage to their shields and they'll teleport away to let the shields regenerate. then once they're done, they teleport behind you and ohko you with a melee attack. absolute fucking bullshit.

every encounter with them is so dragged out, with such a high chance of instantly dying. and halo 4 is also known for greatly limiting the amount of ammo you get, so it becomes harder and harder to kill these fuckers.

honestly, any enemy that can teleport to heal just feels super cheap to fight against. at best, they just waste a lot of your time (like the spectre enemies in tevi), and at worst, it's garbage like the promethean knights.

if enemies want to heal, they should do so on the battlefield like we are forced to do.

@ami_angelwings also, special mention for the zako that appear in stage 2-6 of dragon blaze. literally harder than the boss itself, and the boss is really strong! but the bullets the zako shoots just get in the way so much that they'll probably kill you more than the boss does.

honestly, a lot of the zako spawns in this game are a bigger threat than their respective bosses, and you have to plan boss fights around the zako rather than the boss itself...

@rgbunny @ami_angelwings

I'd forgotten how much I hate these knights till I read this. The prometheans weren't fun enemies in general.

@NaClKnight @ami_angelwings they're so ridiculously unbalanced. they basically combined the sword elite with a jackal sniper/shotgun combat form/rocket combat form and slapped on teleportation to that and thought, "yes this is perfectly okay to be shipped out".

absolutely nuts.

all those previous enemies with power weapons have weaknesses (having to run up to you for sword elites and shotgun enemies, or having no shields for jackals and combat forms). even hunters are slow and can't regenerate HP, even if they're tanky.

but they thought, yeah let's take away all those weaknesses and also give teleportation. there's definitely nothing wrong with that.

i quit playing the halo games after 4. it's an insult to everything that came before it.

@NaClKnight @ami_angelwings and then there's the watchers who will shield the knights, because the one thing the knights need is more shields!

so you need to prioritise the watchers, except they are actually absurdly tanky too, because they also have regenerating shields and their heads are insanely tiny. they'll fly away and hide when you target them, so you're forced to deal with the knight, then they come back and shield the knight again and aaaaaaaaaaa

and even if you do kill a knight, the watchers can revive them. why. who thought this was okay?

the game is literally just "we made one really overpowered enemy and we'll make you fight it over and over and over and over and..."

@rgbunny @ami_angelwings

All of this except "quit Halo games after 4"

I can't let the series go. The highs are too high, the nostalgia too deep. I think it and it's owners/execs are deeply lost and have no idea how to handle it, but the multiplayer of the MCC collection and Infinite were both good.

They don't know how to make Halo feel modern or current anymore. I think it would benefit from letting Chief out of the spotlight for another game or two, like they did with Reach and ODST.

No MC, no Cortana, just Spartans and guns.

If Doom managed to become relevant and popular again, they can do it with Halo too.

@ami_angelwings Descent II features a thief bot that will bum rush you, steal one of your weapons, and fuck off to god knows where, lightning fast. It's fast enough to dodge most weapons you have and is just generally a pain in the arse to finish off. Little bastard derails every level it appears in (all of them).

@thepi @ami_angelwings Descent 1&2 was such crazy games. Sadly I was terrible at them :)

I wonder if I could do better with a modern controller. Keyboard plus mouse was awful.

@ami_angelwings The giant shield-swinging soldiers in the beginning and end of the ant colony part of Silksong can fuck off all the way to hell.

@ami_angelwings the magma worm in risk of rain 2

i hate those fuckers with every fiber of my BEING

@ami_angelwings obligatory mention of Cliff Racers from Morrowind. they’re not as hard as their reputation suggests but they always seem to sneak up on you, and they can be so annoying to hit when they’re above you, especially since there’s always a random chance of any attack whiffing. and then sometimes a bunch of them mob you and it just becomes tedious

I usually replay the game when Tamriel Rebuilt releases an update and I think next time I want to try the mod that replaces them with Thomas the Tank Engine

@ami_angelwings Stilkin from Hollow Knight: Silksong. they pop out of hiding, chuck 2 exploding projectiles at you, then disappear before you can hit them. and then they do it again.

also Choir Bellbearer and and Spit Squit from the same game, don't disappear but both are flying enemies that chuck things at you and like to fucking DODGE every time you try to hit them.

@ami_angelwings There might be multiple if I think long enough, but my mind went to medic-dozers in payday 2 pre-update 239 I believe.

They were the combination of two enemies:

  • the medic. With the second largest health pool and pitiful damage, they can revive enemies within 10 meters of themselves (including through walls).
  • the dozer. Extremely large health pool and lots of damage. The only thing balancing them is that they are slow (ish) and are loud.
  • Combining these enemies, you get a decent-damaging, large health-having, reviving annoyance on your hands. Of course, I specify before a certain point. They used to be able to revive each other. So two dozers between each other means 3 times as much ammo you will need to use. Not to mention regular medics can also heal the dozer and those boys are plentiful. Luckily during that time they were always capped to 2 and never had any designated spawns that can make them go over the max.

    Those were the times. The game is still good, just easier and "less bullshit" with the latest changes.

    @ami_angelwings
    Any random medusa head in Castlevania might qualify here.

    @ami_angelwings

    💙 Zubs in Gradius.
    They love to telefrag me and all four of my options.

    @ami_angelwings Drones and Heavies.

    The first because tiny, fast enemies moving in all directions is very annoying to deal with, often especially so because it's completely different to all the other enemies in the game.

    And Heavies can be done well but in so many games the design ends at : What if we gave them tons of health and made them immune to all of the players interesting skills and abilities.