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Enemies/Jester
Updated 2 weeks agoJester
| Settings | Description |
|---|---|
| Walk-Through | Lets you walk through the Jester once it begins winding up. |
| Long Cooldown | Slightly increase the average time a Jester follows players before winding up. (13-18 -> 13-28) This setting does nothing in singleplayer (which already has a longer cooldown) or in multiplayer games with 5 or more players. |
Commentary
My biggest issue with the Jester is how it brings gameplay to a complete standstill once it's present on the map. Whoever is being followed has to constantly be wary of their surroundings, and every doorway they pass through risks unavoidable death. Combined with the cooldown reduction in v50, it's difficult to get any work done, especially if you get an interior with entrances nearby each other.
One of these issues has a simple solution; whenever the Jester is stationary and winding, players are allowed to pass through. Coil-heads allow players to pass through them when recharging so I feel like this just makes sense.
I have also increased the average amount of time they spend winding, although the lower bound remains the same as before. The reason it doesn't apply in lobbies larger than four players is because you have more people to explore more of the interior in a shorter timeframe - and besides, since you're no longer getting locked in somewhere by its body, you should always be able to escape in time if you play smart.
Pages
- Enemies/Backwater Gunkfish
- Enemies/Barber
- Enemies/Butler
- Enemies/Cadaver Growths
- Enemies/Coil-head
- Enemies/Forest Keeper
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- Enemies/Jester
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