You read the title correctly, if the runes animations are able to be copy & pasted across enemies with the same rig as our player then those base game enemies could become significantly more interesting if they had access to attacks like crushing flurry. Obviously keep this within reason, they can’t spam it and it should be an attack with a clear wind-up, aka no fire throws for you mister rapier man, but there’s so many cool movesets tied to runes. As is the player might not get to use them all due to balancing issues but that doesn’t mean they have to be wasted, they could be used to expand enemy movesets
They already have some unique attacks and even parry, i guess bosses special attacks could be consider runes right? The twins have a plague fireball, and we will problably run into other mages beside that bitch witch with the annoying fireballs.
I’m pretty sure some of them do. The Boarskin enemies with the Gilded Twilbil Axe with Lightning Assault do that attack just no Lightning. Some of the Knights do Wallbreaker if I’m not mistaken.
It’s those ranged attacks they do that I want where they create a fire pool under your feet at your position.
Plus @SimplisticBeing I mean make it a lot more prominent, again balancing, but give every enemy type a selection of runes when they’re spawned in & they have access to one of them. Let’s say the basic sword guys have a pool of 20 runes, each time one is spawned in they get ONE of the 20 from the pool.
No, no, no, one thing you need in souls game is to know your enemy moveset, even his special attacks, if you add that unpredictable mechanic everything goes to shit, you wouldnt know if that swordsman would do a normal attack or thrown the sword in your face spinning in flames, or even worse.
Reread, only runes with clear windups like what the heavy axe guys have.