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Boss fight ideas :)

Discussion in 'Idea Factory' started by NecroVirus, Feb 2, 2019.

  1. NecroVirus

    NecroVirus

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    Hey guys attached is a multiplayer boss fight I'm working on. It will have 4 players fighting the boss and 4 players aiding the boss. My current ideas are:

    -Have Necromancer teleport around and cast a slow moving but far traveling version of carrion swarm.
    -Enemy players can use a target ground ability that makes the dragon cast a medium speed frost shockwave there
    -Dragon explodes at 1/3rd hp, causing souls to rain everywhere
    -Dragon reassembles and does it again :0

    So far my experiments with the frost shockwave isn't going so well since it's tethered to the ground and this has sharp cliffs. I'm looking for more ideas to improve this boss concept (visually or gameplay wise). I like RNG in my boss battles but I also prefer attacks to be somewhat dodge-able. Any thoughts/ideas?
     

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  2. cleavinghammer

    cleavinghammer

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    Maybe have the necromancer enter a channeling state where he's pretty much defenseless (forcing his heroes to defend him), but as long as he channels he also summons skeletons around the map.

    Also you might want to move this to Idea Factory.
     
  3. Lake

    Lake

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    Let just first say I really like the visuals! Looks cool using those Altars, and that green light effect. Sort of reminds me of Titan Quest :D

    I can see why that shockwave is a problem (visually). Usually refrain using it, but instead use the Carrion Swarm or Crushing Wave (same spell, just different effect) :) That's of course if you haven't custom coded it yourself.

    I'm not quite sure, if the primary boss is the Necromancer or the dragon?

    PS: I absolutely love boss battle maps, so would love to help you play test this at some point! :D
     
  4. NecroVirus

    NecroVirus

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    That would be great! I plan to make a spectator seat so I can watch players and adjust balancing, still have a ton of work before I'm ready for live testing. Estimated 25%-ish complete. I'm intentionally not using imported resources because the map is meant for reforged release :)
     
  5. Nowow

    Nowow

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  6. Lake

    Lake

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    The spectator seat is a really good idea! But yeah, just hit me up when you need some playtesting! ;)


    Whaa- You haven't used any custom models in this? How did you make the green light effect thingy?
     
  7. cleavinghammer

    cleavinghammer

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    I think that's the fissure doodad set to zero color.
     
  8. Lake

    Lake

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    Yes of course! Can see that now you mention it ;) "Clever use of game mechanics"
     
  9. Leods

    Leods

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    A human interaction spell
    "Running souls"
    Three quick souls appear on 3 of the dark pedestals, at the edges of the battlefield. They begin to move quickly to other pedestals in a random way, harming anyone who gets too close. This constantly divides the map into several parts, requiring coordination to avoid unnecessary damage
    Each soul should take two seconds to cross the battlefield, and move from one pedestal to the other one on their right or left, and 5 seconds to reach the one on the other side. You can use random numbers to do this spell, and choose one of the very useful spell models of blizzard, if you don't see nothing in the Hive
     
  10. cleavinghammer

    cleavinghammer

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    Debuffs:

    Curse of Undeath: Target unit is now Undead (prevents Holy Light and associated spells from working).

    Leprosy: Target unit's damage drops by X every time it attacks.

    Osteoporosis: Target unit has reduced armor, damage, movement and attack speed.
     
  11. NecroVirus

    NecroVirus

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    ohh cleaving you just gave me an idea with that Osteoporosis. Since one of the heroes uses the paladin/uther skin I could have a spell "Ravages of Time" that changes his model to the one with white hair!
     
  12. NecroVirus

    NecroVirus

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    I like it! Especially since I already have a mechanic that causes enemies hit by the dragon to spawn breakable ice crystals, making the battle a randomized obstacle course as it goes on!
     
  13. Leods

    Leods

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    As in the great Asomath tutorial, both skills together will make the player say "and now what am I supposed to do?" so that's excellent!
     
  14. NecroVirus

    NecroVirus

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    Here's a screenshot of a mini-boss in a sunken temple area I been workin on. I wanted it to look like people were sacrificed to the serpent by the cult and the skulls get caught in the water ways. Also that the floor collapsed.
     

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  15. cleavinghammer

    cleavinghammer

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    The serpent should be lower in the water so the vase part isn't visible (yes, obviously every player will know what structure it is).

    Waterways should be wider and the skulls should be piled up against something to look like the current put them there.

    The floor collapsing would need more rubble and rocks, it's hard to make it look that way with perfectly square walls.

    Necromancer idea: If one of the PCs dies (heroes or necromancer's allies), the necromancer brings him back as an undead, but the hero escapes his control and is now hostile to both forces.
     
  16. Leods

    Leods

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    Mmmm...I feel that, to be sacrificial cadavers, the piles of skulls is something too ... clean. I think that to that, you should add a couple of burned bodies (or whatever the version in English is said) and maybe up to one or two fresh bodies of acolyte (really simple trigger), to give the feeling of newly sacrificed. Because, really, I do not imagine that in a sacrifice the sacrificers cleaned the corpse.
    The serpent need a fairly high attack range, so as not to see the size and the attack animation wasted, and a strangulation spell
     
  17. NecroVirus

    NecroVirus

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    I can def add more rubble and gorier corpses. What’s the easiest way to lower a unit into the ground? I have another unit that needs to be raised from the floor but ctrl-pgup/down doesn’t work on units like it does doodads
     
  18. Veritas 117

    Veritas 117

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    You have to set their Movement-Height to a negative number (hold shift to put a negative number) make sure you make the Movement-minimum height to the same number though
     
  19. NecroVirus

    NecroVirus

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    Hmmm I just did that to the serpents and they went down in the editor but in game they were normal height? Not sure why
     
  20. NecroVirus

    NecroVirus

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    I also had this problem with a unit that is suppose to look like a spider web. It's stuck in the ground and I can't raise it in game (even if it looks right live on the editor)