>>16509111You may be able to excuse this part. Have to consider that, "easy difficulty" back in the day didn't really mean easy difficulty. But I feel like there's still some flaw here that could've been easily fixed. I myself am glad it's hasn't been because I'm just used to how the game is now, lol, but still, talking in all fairness here. I think it's worth mentioning, because chances are that it wasn't really an intended thing.
Anyway, the thing is, fiends can easily one-shot you in EASY difficulty. All they have to do is lunge towards you and land a hit as you're going forwards. This is because, I'm not going off any source but just guessing off my experience, the fiend's damage given to the player is based off it's speed.
So, you wouldn't die instantly if you were standing still and got hit by a fiend. I think it would take away half your health without armor.
But if you were moving forward, likely jumping towards the fiend, then you die instantly.
This has to be because the game just confuses the player's momentum with the fiend's, I think? When you run into a fiend that's doing it's attack animation, all of your speed gets counted as his alongside his own, and that adds to his damage multiplier. Which has potential to kill you instantly even with blue armor, at full health. The risk is actually pretty potent in a certain part of the game, and it's a common run killer. At least for me.
If it weren't for the absolutely botched navigation AI, it wouldn't be that bad because fiends would still be predictable and easy to dodge. It'd be your fault if you were jumping towards one and died.
But because of the spastic movement they tend to have, you just get thrown off and end up with the fiend jumping in your face as you think you can simply move past it.
And chances are, that you will. The navigation plays into your hand and has them going somewhere else, so that you can jump past comfortably and do it faster than if you had to bait the fiend.