Marauder Timer should not include either animation
If we’re talking about ‘clear time’ for the Marauder, the timer at the top counts both the opening animation (15s worth), and the dying animation (8s worth), making runs seem 23s less impressive than they actually are.
So very simple suggestion,
Start the timer as soon as the Marauder loses his invulnerability for the first time (when his horse animation finishes playing, not when his heathbar turns red), and end the timer as soon as his healthbar hits zero.
The cutscene in-between (the phase transition) is fine to leave imo.
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