Original Post — Direct link

Who's idea was it to increase the fire rate on the island skelly cannons? They're relentless! Plus it feels like they hit their first shots way more often now.

They may need a little more tweaking...

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over 2 years ago - /u/Rare-Sonicbob - Direct link

Hey u/dan_1789 - Thanks for raising, we're seeing this topic popping up a few times since the recent fix to Skeleton Cannoneers in our 2.4.2 update.

For some wider context here, the fix was to prevent Skeletons manning cannons to become stuck in a targeting loop which caused them to be unable to find a target to fire at when there were valid targets available. From our perspective this fix is purely returning Skeleton Cannoneers back to their same intended firing frequency and accuracy levels prior to the bug was introduced.

As we're seeing this feedback indicating that the Skeleton Ship encounters and Skeleton Fort defenses have now been made more challenging, we'll continue to monitor feedback and player data on these encounters and will review the balancing for these encounters should we need to make further changes.

over 2 years ago - /u/Rare-Sonicbob - Direct link

Originally posted by Mozerath

Bring back 2018 skeleton fort cannoneers, sniper and gunpowder skellies!

Assaulting forts isnt at all exciting with there being no sense of danger upon approaching it.

We have a lot of new tools like firebombs, grenades and ammo pouches to deal with gunpowder skellies now.

Likewise larger waves of skeletons or eye of reach ones with firebombs, ammo pouches and the Revive mechanic.

Hoarder of Treasured Tears eh - Title certainly checks out 😉