In the Dungeons & Dragons fantasy role-playing game, the mimic is a type of fictional monster. It is portrayed as being able to change its shape to disguise its body as an inanimate object, commonly a chest. The mimic has a powerful adhesive that holds fast to creatures that touch it, allowing the mimic to beat its victims with its powerful pseudopods.
The mimic would spawn in abandoned shafts, dungeons, nether fortresses and other locations that feature treasure chests.
When the player interacts with what looks like a chest, the monster opens up and attaches itself to the player.
To give players a fighting chance, the mimic will detach after getting hit a few times (regardless of damage done). It will then try to attach again by chasing the player. While the mimic is attached, it does 2x damage (melee), when detached it shoots projectiles at 1x damage.
Balancing wise I'd prefer the projectile damage be lower than that of a skeleton firing a bow, or a slower firing rate with the same damage.
In the Dungeons & Dragons fantasy role-playing game, the mimic is a type of fictional monster. It is portrayed as being able to change its shape to disguise its body as an inanimate object, commonly a chest. The mimic has a powerful adhesive that holds fast to creatures that touch it, allowing the mimic to beat its victims with its powerful pseudopods.
The mimic would spawn in abandoned shafts, dungeons, nether fortresses and other locations that feature treasure chests. When the player interacts with what looks like a chest, the monster opens up and attaches itself to the player.
To give players a fighting chance, the mimic will detach after getting hit a few times (regardless of damage done). It will then try to attach again by chasing the player. While the mimic is attached, it does 2x damage (melee), when detached it shoots projectiles at 1x damage.
Balancing wise I'd prefer the projectile damage be lower than that of a skeleton firing a bow, or a slower firing rate with the same damage.