[Template] Show us your D4 boss designs

Level 14
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READ BEFORE POSTING
This Thread is not for general discussion about bosses, but for adding and discussing fan-made Dungeon 4 bosses for inspiration. Any general chat should be posted in other threads. Posting without a suggestion is only to comment and give feedback to posted boss ideas. You must use this template to show the community your boss ideas:



Name: (not necessary)


Theme: (swamp, desert, lava, forest, etc)


Model: (either specific or theme)


Boss Ability 1:


Boss Ability 2:


Boss Ability 3:


Boss Ability ....


Extras, Lore, whatever: (only superficial and very brief, no long essays here)
 
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Level 14
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Jun 22, 2007
Messages
1,296
Name: Rhaegoz


Theme: Forest, fire


Model: Blue Dragonspawn (green version)


Boss Ability 1: (passive) Boss Cleave: All enemies in the area behind the target are also hit by attacks.


Boss Ability 2: Summon whelp: Once every X seconds Rhaegoz will target a random enemy that is not his current target and summon a small drake whelp near them. The whelp deals moderate damage, has moderate hp, and lasts until killed. Its attack decreases armor temporarily.


Boss Ability 3: Slam: Once every 80(?) seconds Rhaegoz briefly stares into one direction and then slams the ground with his mighty weapon in that direction. Each slam hits and deforms the 120 degrees around the target point and deals massive damage over 2 seconds. This is repeated three times over 10 seconds to make it full circle. While this happens he will not use any other spells. The initial stare plays the sound file: DragonSpawnYes2.wav


Boss Ability 4: Fiery Breath: every 20 seconds Rhaegoz uses his fiery breath against his main target in a cone dealing X Fire damage.


Extras, Lore, whatever: the idea is for players to regularly diminish the whelps so healers can keep up and squishy heroes don't get killed. Also you have to pull the whelps around to aoe them and move around to dodge the Slam. The tank cannot be the one to pull whelps, since they will remove his armor and thereby letting Rhaegoz kill him easily. His 4. spell makes fire resistance useful for the tank.
 
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Level 14
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Jun 22, 2007
Messages
1,296
That is a very solid design for the first suggestion Jumbo. It coincidentally matches alot with one of the sketches I have for one of the earlier battles in D4.
Thank you. I am kinda satisfied with it as well. Could come up with other ideas, but I wish to see people bring their own ideas to the table first.
 
Level 3
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Jun 23, 2015
Messages
40
Theme: Poision/Physical

Model: Ultralisklike

HP 720 000
AP 520 - 620
Moderate/Slowish attack speed (non enraged Gaz for example)
Armor 145

Ability A: Crushing Leap
Boss jumps to the random, not first in agro target dealing 1 x ap physical dmg in big aoe around the target knocking it back and interupting spellcasting. This skill cannot crit, 10 sec cooldown, no casting time. Targets affected by Parasite debuff are priority target for Crushing Leap. To those targets it deals 2 x ap physical dmg and burns 1 x ap of mana.
Think Heaven's Edge in terms of jump speed. More aoe, range and full aoe damage. Skill synergises with Parasite skill.

Ability B: Corrosive Spit
Boss channels for 2.5 seconds to release 425-475 poison dmg shockwave. Targets player with lowest current hp and hits everything in its path. Corrosive Spit follows up immediately after Crushing Leap. 10 sec cooldown.
Fast projectile speed, shockwave-like skill. Cannot be interupted.

Ability C: Parasite
Boss throws ground target Parasites on every player. Ground is infected by Parasites for 10 second after landing. Any target affected with Parasites has their ms, as and sh reduced by 50 for 4 second. Cannot be dispelled.
Think Alch Frost Bomb projectile speed + similar notication with less aoe. It also stays on the ground for 10 seconds making it very dangerous to stand in because of second round of Crushing Leap on 10 sec cd.

Ability D: Chaos Spores
Boss emits nova of poision, dealing massive damage over time across entire battlefield. 6 sec channeling time, needs two interupts to be stopped.
Essentially causes wipe if you aren't able to stop it. Long channeling time so even psions/hexblades can use their stuns; cast time can be adjusted to more/less be challenging.

Passive: Reduces 10 ap and 10 sp with every attack. Debuf lasts 5.5 second and refreshes with each attack. Can be dispelled.
Reduces tank damage and threat generation to make casters aware of their agro. Easy to reset with moving away from boss when he's leaping+channeling. Otherwise dispell. Duration can be adjusted to make breaking stacks doable if tank moves oposite of target that got leaped.

Passive: Spills 25% of its autoattack damage in small aoe around his boss.
To spice up healers job in those 7 seconds of autoattacks.

Spell rotation: AB CAB AB AB CAB AB D... repeat until boss dies or you get wiped.

AB is his bread and butter combo. If team clutters, A aoe dmg + following B will cause someone to die. Healer needs to react fast to heal person/group that got hit. Adjust channeling time of B accordingly.

CAB is killer combo that is meant to essentially kill someone or render him useless with mana burn in case of bishop shield (mosty done not to futher weaken druid as healer comparing to bishop). People had plenty of time practicing their movement on Zharo Starfall, and it's meant to be unforgiving.

Obviously stats are taken on very, VERY rough figures, but I watched for properly built whitepine tank to be able to take 3-4 hits and casters 2 at the most. His hp is adjusted for some 6 min battle, perhaps a bit longer. Would obviously need fine tuning as well with resistances and perhaps a bit reduced hp. I honestly have no idea how to put resistances in damage formulae so I just used raw HP.
I used D to break monotony of battle but not sure if it's enough. Could get a bit boring because cycle might be too repetitive. Might add random mix of AB and CAB to spice things up.

Passive that reduces ap/sp makes tank agro lower which causes tank to try and break stacks making encounter less of a tank and spank for tank role. Hits both ap and sp because of the way current tanks look like. Still not sure if it's good idea to make debuff dispellable but for now it seems good. It can also make -threat talens/souls a thing. Other skills discourage and encourage cluttering so it's up to team to make decisions.

Anyway, my contribution to this thread. I have some other ideas but I'll leave them in limbo for now as they seem stupidly hard to balance. Let's see if other have some ideas too.
 
Let me give some feedback to your design Froz, just so you guys understand how difficult it is to actually design challenging boss encounters:

This design would be flawed in many ways. And here is why:
- If the boss leaps towards a random player, then immediately uses corrosive on the same player, what is the point of having those two abilities anyway? Basicly, the schtick here is that the targetted player must be healed between both attacks or he will die. Gotcha. But how would this be a challenge for the entire group? So far, the only difficulty created by this is for the healer
- If parasite makes the targetted player a priority for leap + corrosive and parasite is not dispellable, what is the point of having parasite in the first place? It just further enhanced A+B with an additional nasty debuff that you can do nothing about... and it adds another problem:
- You can not escape or dodge. If the parasite target is priority for leap and corrosive, it means that you can do pretty much nothing to avoid the incoming damage. But even worse: there is absolutely no incentive for any player in this design to ever move at all

You can basicly beat the whole encounter without ever moving: just put your tank in the center, then spread your remaining players in a circle around the tank. Encounter solved:
-> boss uses AB, which could possibly be avoided, but as CAB can not, it must deal damage that is possible to heal anyway, so why bother? The person hit by it moves back into position after the pushback
-> boss returns to tank
-> boss uses CAB, which can not be avoided so has to be healed, the person hit by it moves back into position
-> boss returns to tank
-> boss uses Chaos spores, which can not be avoided so has to be healed
-> boss is still around the tank

You see the problem? There is absolutely no movement required for this boss. Everyone can stay in their position and the whole burden of this entire encounter is only on the healer and nobody else.


Compare this with for example the Yeti encounter:
Battering ram targets a random player and pushes players around and leap targets a random player aswell. Battering Ram also deals more damage the closer you are to the target. The pushback of ram requires players to position in a way that they won't get pushed into the firewall. And Shattering Glacier makes sure that you have to move towards the boss at some point, no matter what. See the synergy between Battering Ram and Glacier? One requires the player to move closer, the other requires the player to move away. This creates a fight that is dynamic and requires frequent repositioning and quick decisionmaking of every player (except the tank).
Besides: if the healer gets the CAB combo, the whole group would be pretty much screwed, as now the healer can not heal himself between the leap and corrosive combo (as he has his spellhaste reduced).
 
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Level 14
Joined
Jun 22, 2007
Messages
1,296
Theme: Poision/Physical

Model: Ultralisklike
(...)

In the future, use my template to show your boss. It gets very cluttered and tough to read through when you do it in another way.
The reason I didn't add things like stats and very specific numbers is that that kind of balance is basically for Zwiebelchen to find out. We have no way of knowing what stats will make sense in D4 since we haven't seen the bosses in action yet. Also, stats clutter these posts.
 
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Level 2
Joined
Nov 22, 2016
Messages
26
Theme: Physical

Model: Grom Hellscream or something similar

HP: don't know, but not huge
AP: something solid to make him dangerous and armor more useful on heroes in general
Armor: solid

Ability A: Whirlwind

Boss starts to channel skill during 2 seconds, and then starts to whirl and move toward randomly picked hero (doesn't pick highest threat target) slashing everything in some close range (300?) for X damage based on his AP every half seconds for a total of 6 seconds duration (not really sure how much damage, but high enough to 4-5 shot even highest life tanks). His movement speed a bit lower than typical for heroes so they can avoid him easier. Damage is high enough that no one can tank that and people should during that period stay away from him.

It is basically same as blademaster's ultimate in regular warcraft with reduced movement speed. Idea of this skill is to make tanks have harder time maintaining aggro and spammers like sorcerer and such should control their dps a bit to not overagro. Secondly, it requires selected target hero to move away from other players so they are not in a way of dangerous damage while targeted hero should stay away himself too. Once target dies, boss picks other target to move toward before spell effect ends.


Ability B: Rapid Assault

Boss casts omnislash-like skill that slashes all heroes once in a huge area. During this phase boss is in invulnerable-like state, but this attack is finished fast. Hit does X physical damage based on his AP and once attack is finished, target at which boss finished Rapid Assault gets stunned for 1 second and attacked once with physical hit before returning to his highest aggro target.

Perfect splash type of attack that hits everyone for moderate damage. Attack looks like omnislash from dota, or something of that sort.


Ability C: Web

Boss picks random non-highest threat target and throws web at him. Web has some X life and can be attacked and destroyed similar to webs spider boss is dropping. Web is active until destroyed and prevents any movement from a target. As long as targeted hero is under web, his attack speed and spell haste are reduced by 50%.

Web should be targeted and destroyed as priority because of next potentially lethal attack and web should have enough HP to need some kind of team focus to be destroyed in time.


Ability D: Fatal Blow

This skill is cast immediately after Web during certain combo periods. Boss channels his spell for X seconds (depends on balance how much it takes to destroy Web with team effort) and does leap-kind of attack (like berserker) toward the point Web was cast. If Web is destroyed before skill is fully channeled, then 0.5 seconds later spell is cast regardless. Upon landing boss does thunder-clap type of effect and does massive damage at very low range and much less damage in some reasonable AOE.

If team does not destroy Web in time, it is sayonara for whoever is under Web except for bishop who can turn on his invulnerable skill. Upon destroying Web players have some short time to move out of lethal damage area (lowish range). Landing animation and such should be balanced in a way that players do have enough time to get out of lethal area even if Web is cast on melee range.


Ability E: Enrage - passive

Once boss gets under 50% HP remaining, he gets a buff that cannot be dispelled. This buff immediately increases X AP, X armor, 5% allres, 10% spellhaste and 5% movement speed of a boss and every 20 seconds later he gets buffed again until either he dies or he wipes everyone.

It should be balanced to provide a fair fight, yet challenge to make him killed before he gets out of control. This buff could be active from beginning as well, but I thought to have 2 stages of this fight - first is normal stage where he is normal, and then this buffed stage where things start to get more serious.



Overall simple boss that is focused on physical aspect of damage, but who will put some pressure on players (at least I hope so).

His most lethal combo is Web + Fatal Blow where team effort is needed to save teammate from a certain death, those skills follow up immediately after one another. Other combo is Web + Whirlwind which could be lethal if Web is not destroyed as well.

Spell rotation:
Boss does not cast any spell first X seconds of a fight, and then he starts to rotate skills:

BCDA B is to first damage everyone, and then to put pressure on a team while damaged to maintain focus to free their teammate from a certain death, and then Whirlwind is cast on a random target to scatter players around while they try to get some healing done or try to do damage too. If players can't pass this stage, then they are not ready for this boss. This is kind of immediate test of readiness.

After that there is period of X seconds to do healing and do damage and tank to do his job

CD yet another combo, but only consisting of those two skills.
Short pause.
BA new combo to do AOE damage + Whirlwind
Short pause. Reset cooldowns of boss.
CBA gives just enough time for players to kill Web on someone and escape from whirl
Pause. Reset cooldowns of boss.
BCDA etc... repeat combos until fight is done


Overall, it could be nice pressure battle after Enrage is activated. Don't think battle should last for too long, this could be shorter, but challenging battle. This is not meant to be some of the hardest bosses, but one of the first. Also, Whirlwind could be done to target Web-ed player target as priority instead of completely random.

My 2$
I didn't read some posts posted before this since I wrote reply with pauses, so I will read them now. Don't be angry if I wrote something that was already addressed as bad in posts above.

EDIT
Bishop skill reset talent is OP and could make this fight useless, but somehow I feel like those skill reset talents are a bit unbalanced anyway.

Also, this boss doesn't seem too dangerous for ranged targets unless they aggro him with too much damage done. Since there are periods where tanks can't maintain aggro so well, I think it might be of importance here to actually watch out what you are doing instead of mindless spamming to make boss charge on you. This is especially true when he gets buffed and then you do want to kill him as fast as possible, yet you still must watch what you are doing. At least that is my idea. Strategy could also be so players can deliberately damage him in a way that when he gets buffed, he is caught in a less dangerous combo states to make him easier target since combos could rotate periodically all the time, buff or not.
Maybe he lacks more danger skills on range, don't know. Or maybe there is some hole I didn't pay attention to where this fight could be done too easy. Don't know.
 
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Level 1
Joined
Feb 22, 2010
Messages
7
Name: -


Theme: Poison

Model: Naga Sea Witch


Boss Ability 1: Poision Clouds
-Option A: Boss will Cast Poison Cloud on a Random Target and stays and wandering Some Time up to 3 clouds(First expires on Fourth Cast)
-Option B: 3 Poison Clouds From the Begining wandering Around
-Moderate Damage evry 1 Seconds
Untargetable Minions with poison aura as example

Boss Ability 2:
Petrify Scream
Cast Time 5sec
-Stuns every Player in the Room for 10 sec and is breakable by Damage(Like Frostcage)
-Falling Rocks will Spawn
Option A: Randomly in The Room (more realistic)
Option B: On The Target( Every Player)
High damage

Boss Ability 3: Armor Breaking Acid
-Ignore Targets Armor 5 sek
-inflicts Target with Poison taking Damage over Time medium Damage
(maybe like Twisting Metal to avoid Tank switch)

Boss Ability 4: Summon Aid
-Summons 2 Naga Sirens
-moderate Life Pool
-that starts Channeling an Poison Aura at the entire room dealing low damage evry 2 sec and Increases Over Time(debuff maybe)

rotation 1,3,1,3,2,3,4


Extras, Lore, whatever: The Idea is to Avoid the Stun with the Cloud Mechanic and not to use the sirens (thats why it should increase) and not to Completly ignore tank mechanic with Duo Tank
The Mechanic is quite simple Dodge Clouds, Avoid Stun.
Sirens could be Percentage based but then the stun cloud mechanic can be avoided
The Theme is change able to Water/ice, Shadow etc.
 
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Level 3
Joined
Dec 2, 2015
Messages
44
Name:


Theme: mystic forest corupted


Model: Dread Lords (maybe in othere color)


Stats: Attack Range: 300
HP: medium - high
Armor: Medium
Resistenc: 25%




Boss Ability 1:Hex main aggro holder hex setts aggrobar to 0 while hexed like taunt


Boss Ability 2:blood rain dmges whole team and dmg increases, if not interuped 3 times


Boss Ability 3:blood orb he summens orbs form each edge of the area they head towards him and he absorbs them each one buffs him one in attack dmg and one in spellpower one in spellhast one in resistence.


Boss Ability 4: shadow nova basicly the same as in the squire quest in the area are trees so block the nova.


Boss Ability 5: mindcontroll he castsit on a random person after x seconds does he lose controll over his hero while team is in combat and he uses you to attack teamm8ts. not disspellable. only way to stop it is to eat berrys that are on the ground and respawn kinda fast.

Passiv 1: each attack slows and heals him



so the idea of this fight is you need obviously two tanks when on is hexed.

The bloodrain is a stresstest for the healer.

the orbs are a reaction test of the dps and you can change your preority based on with teamcomb you have cause you can deside what buff he gets when you dont have enough dps.

the shadow nova is there cause i like the idea of the spell in a bossfight.

mindcontroll lets noone sleep in the fight causeif the healer is gone the fight is basicly over.




i dont mind if the boss gets in the game i only like the spells and that they would be fun in the game :D


Edit: Ability 6: Hounting Bat: he summens a bat that follows a random target with medium speed after it reaches that person it deals medium dmg and it flys to anothere random person and so on till it hitts all persons once. than it flys back to the boss and heals him for a huge amount of hp.
 
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Level 14
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Jun 22, 2007
Messages
1,296
Interesting ideas guys.

Bleach, I just wonder about that blood rain thing. It is supposed to be a stress test, but if it is interruptible that's not going to be the case, is it? I like the nova idea.
 
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Level 14
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Jun 22, 2007
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1,296
Name: The Twin Wizards


Theme: magic, plains, opposite elements


Model: Jaina & Kael (Ik the noble in Mytargas currently uses this model, but meh..)


Boss area: a large area where the players are fighting. Two tiny floating islands shaped as plateaus adjacent to each other are positioned at one end of the large area. Reachable by long range attacks but not melee.


Boss Ability 1: frostbolt/fireball: 'Kael' uses fireball while 'Jaina' uses frostbolt. Their basic spam ability. If a hero is under the effect of one, the other will cancel both dots & only leave the raw damage. Both spells are 200 range aoe. Bolt slows, fireball burns over time.


Boss Ability 2: Teleport to/from battle: The one who is in the fighting zone teleports to its island and the other does the opposite. Happens regularly, say every 30 seconds.


Boss Ability 3: frost field/fire field: the boss on the plateau creates its corresponding field ability targetted at a random hero's position (short delay for dodging). Deals moderate-high damage in a moderate aoe. Lasts for 12 seconds. Ends immediately after ability4 is over.


Boss Ability 4: You asked for it/By fire be purged: Both J & K teleport to their respective islands. The one who did not use ability 3 now creates a massive elemental wave (frost or fire - the one not currently used by the ability3) from one side of the fighting area. This wave rapidly moves towards the other side killing everything in its path. Only by standing in the field ability's aoe can the team survive the effect.


Boss Ability 5: Hunger for magic: After 6(?) minutes both bosses will get spell haste increased by 1000% making them spam ability 1 for unstoppable damage.


Extras, Lore, whatever: The boss who is currently in the fighting area is easy to interrupt and hold aggro on, but the other is immune to interruption & can keep using its abilities unhindered. It is important for a tough char to have aggro on both most of the time as the barrage of ability1 is hard to survive for a glass cannon and cancelling the dots by having the tank aggroing both at the same time is optimal. At the same time, ranged chars have to decide which one to attack based on aggro and on keeping boss health at an equal level.
Because of ability-3&4 combo, the players have to kill the bosses at approximately the same time. To make things less comfortable, ability 5 ensures that killing them fast is necessary. Basically think of two twins who dislike each other. They should use their wav voice files to make it more fun. Finally, ability1 has a tactical choice: players can keep interrupting the fighting boss, hence only getting (the other one's) ability1 spam, but that will leave an annoying dot. Instead they can choose to take full damage, and in turn have the dots removed. The slow of frostbolt can potentially lead to a wipe if the slowed player cannot get into ability3 when ability4 is launched.
 
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Level 3
Joined
Dec 2, 2015
Messages
44
well it is a stress test cause you need more than one stun or interrupt to stop the rain and you can say that you need more than 3 for example 10 stuns to stop the rain. the main idea was that is abit like the golemphase at seer.

Edit: and i REALY Like your wizard idea would be realy awsome
 
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Level 14
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Jun 22, 2007
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1,296
Name: Shamash


Theme: lava


Model: Kil'jaeden (Cinematic)


Boss Ability 1: Fiery Rain (same as Red's ability, but stronger). Uses randomly on a hero.


Boss Ability 2: Summon Fel Hounds. Summons two fel hounds which attack a target randomly upon being summoned, but can since be aggroed. Each fel hound has a medium amount of hitpoints and deals high physical damage with a moderate base attack, but very fast attack speed. Uses mana burn on random target - casting time 2 seconds - can be stunned or interrupted. Lasts until killed.


Boss Ability 3: Consume Fel Hound. When a fel hound gets to 20% hitpoints, Shamash will try to consume it's hitpoints and add them to his own x10 (felhound has 1000 hp left ---> 10000 hp restored). Casting time 8(?) seconds. This spell cannot be interrupted, but the fel hound can of course be killed before the casting is complete. Spell can be double cast on two fel hounds at the same time.


Boss Ability 4: Permanent Immolation: Any unit (including fel hounds) that stays within a small range gets burned for X fire damage.


Boss Ability 5: Demonic Control. Deals a small amount of magic damage in a small aoe for 2 seconds, after which all heroes standing in the aoe will get pulled to Shamash thus making them vulnerable to his immolation.


Boss Ability 6: Titanic Impatience. Boss ability damage slowly scales over time. There is no hard cap to defeating him, but when the immolation and fel hounds start dealing 454343095 damage, it's a wipe.


Extras, Lore, whatever: The boss itself cannot be aggroed, and he just stands next to the fighting area - within melee range - using his abilities. Think of him as a titan or something similar. The boss fight is about moving around a lot and having burst abilities ready for the 20% fel hound hp. If players carelessly spam all damage spells all the time, they will fail the Ability3 challenge, and boss will be healed for a lot unless they were very close to downing the fel hound.
 
Level 3
Joined
Jan 23, 2015
Messages
51
NAME: EYPHAH

Theme: Shadow - Magic

Model: Dota Spectre

Boss Ability 1: Nova similar to seers. Boss chose random target (hidden cast ability) , targeted person auto cast that ability 2-3 sec i think. ONLY way to know you targeted everyone must be check their status bar. So if you are not notice you are marked could wipe all party.

Boss Ability 2: Mass curse. Boss cast shadow curse everyone on the area (maybe for addition curse stacked 3 times). Can be dispelled.

Boss Ability 3: Shadow doppelganger. Everyone in the map has their own enemy doppelganger they can cast shadow curse+soul strike

Boss Ability 4: Any shadow + magic damage to done to boss , heal her X spellpower.

Boss Ability 5: Shield of Darkness same as necros shield ability. This ability permanent she can always charge her shield if she do shadow damage. İts also related to BA3 minions help boss to charge her shield.

İ hope you guys like it.
 
Level 2
Joined
Nov 22, 2016
Messages
26
Theme: element

Model: don't know

Ability 1: Hellfire
This ability is cast only once at beginning of battle and lasts until boss is dead. Periodically every X seconds (frequent enough to make a dynamic fight) two Flame-Strike type of abilities are cast at random locations around the boss. They have moderate AoE and upon landing a hit, hero does not only take fire damage, but also gets his mana burned depending on how many instances of damage he takes (or, how long he stands in fire)

Ability 2: Illusion Stun
Periodically after every X casts of Hellfire, boss casts to create illusion at some location around him, and then they both (boss and illusion) start to channel AoE stun ability that can't be interrupted and which lasts for a total of X seconds. Damage done is physical. It could be programmed in a way that during this stun is channeled, those 2 Hellfire strikes are cast at certain points around boss and illusion to make it more challenging for a players to escape comfortably. After cast is finished, illusion disappears.

Ability 3: Drain Life
Boss picks a target and starts to drain his life. For every X life drained boss gets healed by Y life. Can be prevented with stun. Damage done could be magic type. Upon draining life target has reduced movement speed by X%.

Ability 4: Ring of Death
Boss channels uninterruptible spell that casts number of shockwaves in all directions from the boss (similar to Seer nova), but this waves go through players and do a lot of damage and drain some mana. Shockwaves could be completely avoided if you get away from the boss and manage to stand right in between two waves. It could be programmed in a way that simultaneously as waves are cast, Hellfires are also cast to make it more challenging to avoid. Damage type could be shadow. Also angle of which shockwaves are cast is random to not be predictable. At melee range at least 3 waves should hit in case tank wants to play hero.

Or, there could be numerous waves and idea of this spell is to get away from a boss to take only some damage, and not lethal one as in melee range, though then mana burn might hurt too much.

Ability 5: Lightning Strike
Typical lightning type of spell that does damage similar as some other bosses have. This ability is cast when nothing else is.

Ability 6: Retaliate (passive)
Every time someone does critical damage to a boss, there is X% chance 1 Hellfire will be cast straight on that character. Nature of this %chance is similar to Body and Mind, it increases with time to make sure at least some extra Hellfires will be cast during the fight.
 
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Level 4
Joined
Aug 22, 2010
Messages
54
Theme: Fire

Model: Red Dragon

Rotation: Sunfyre auto-attacks combined with Rain of Fire and Fierybolt.
Every 20% of health lost he will cast Terrifying Scream, then Summon Whelps. He will then cast Death from Above until all whelps are killed.

sunfyre-boss3-png.257019
 

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Level 5
Joined
May 25, 2012
Messages
206
Theme: Fire

Model: Red Dragon

Rotation: Sunfyre auto-attacks combined with Rain of Fire and Fierybolt.
Every 20% of health lost he will cast Terrifying Scream, then Summon Whelps. He will then cast Death from Above until all whelps are killed.

sunfyre-boss3-png.257019
Fucking amazing...
 
Level 2
Joined
Mar 22, 2016
Messages
17
Name: Corrupted Avatars


Theme: Magic Melee Death Corruption


Model: 1- Arthas Deathknight, 2- Kelthuzad Lich, 3- Sylvannas Dark Hunter

Boss number 1 :

Boss Ability 1: Undead Legions
Summon 2-5 melee skeletons, not really strong but just to mess with enemies.

Boss Ability 2: Consume
When hp is below 25% he can consume one of the skeletons to heal himself.

Boss Ability 3: Lighting Blade


Boss Number 2:

Boss Ability 1: Soul Strike

Boss Ability 2: Cripling Curse

Boss Ability 3: Consume

Boss Number 3:

Boss Ability 1: Multishot

Boss Ability 2: Corrupted Arrows (passive) eacht attack lower the target armor by 3, can be stacked 5 times

Boss Ability 3: Consume



Extras, Lore, whatever: Avatars of ancient gods corrupted by gaias.

There is no really boss like this where we need to face a group. (Zharo addons or shades i dont count coz Makar is easy to be taken away)
Imagine like in this boss fight everyone need to give 150% of himself, coz this will be really dynamic fight instead of 5 mins doing same things like a robot.
I dont wanna make them really tough but coz of consume ability it will be like depens on a party, where we need a good party, use kills wisely.

Sorry for my lack of english.
 
Level 14
Joined
Jun 22, 2007
Messages
1,296
Name: Hanibald


Theme: lava, corpses


Model: Abomination with custom skin (anything that makes it look like an organic creature instead of a stitched-together one. Actually any model with cannibalize animations can work. Maybe this one: Abomination.blp


Boss Ability 1: Mass Cannibalize: Teleports all corpses in the boss area to himself and eats them to rapidly restore health (perhaps equal to 15% of his maximum health per corpse) over 4 seconds. Cannot be interrupted.


Boss Ability 2: Slaughterhouse: Hanibald goes on a rampage making him attack 50% faster for 10 seconds. He will focus on non-heroes if possible (gaining 100% aggro on them). Has only 1% aggro on main aggro target for the duration.


Boss Ability 3: Searing Saliva: Spits searing saliva at a target which isn't his main aggro target. Fires as a missile that hits after 3 seconds. Deals initial high physical damage and a large amount of DoT fire damage afterwards to anyone standing in the aoe effect (similar to Flamestrike). The aoe is large (300-400 range aoe?). Can be dodged as it is target on ground. Burns corpses thus destroying them.


Boss Ability 4: Grab: Grabs a random enemy hero who isn't the main aggro target and pulls to himself dealing low physical damage. Takes up to 2 seconds depending on distance. Cannot be dodged as it targets directly on unit.


Boss Ability 5: (passive) Fire Cloud: deals x fire damage to enemies in melee range of Hanibald every second.


Special functionality: Expedition footmen will join (maximum two at a time) the fight at regular intervals to "assist" the players dealing very low damage to the boss. They attack-target the boss no matter what. Cannot be attacked by the players. Spawn 1 from each of two regions at boss area entrance and from there move straight to the boss.


Description and lore: Hanibald is based on the cannibalize mechanics. Players can barely leave a single corpse unattended without him restoring too much of his hp to prevent enrage timer from running out. Lore-wise the reason for the footmen assisting the players is that the NPC expedition to Arsaios isn't just going to sit around in the camp - they want to support the players. This, however, is more of a disadvantage to the players than the opposite as the footmen easily die and thereby provide food for Hanibald.


Rotation: Boss uses Searing Saliva and Grab interchangeably 2-3 times next to his normal attacks. Then he uses Slaughterhouse followed by a Single Searing Saliva and Grab. Finally he uses cannibalize. If there are no corpses he will try to channel it anyway gaining nothing, but then return to his rotation. Finally, footmen (to a maximum of two at a time) spawn and attack the boss.


Tactics: Players must use Searing Saliva to their advantage by grouping together on the corpses (except tank who stays alone at front) and dodging just before it hits. Tank should try to move boss around so that the footmen move close to each other while pursuing him. Grab is countered by healing and protective spells so squishy characters don't die to Fire Cloud when in melee range. When hit by Grab, players should move away from the boss as fast as possible afterwards. Melee dps will preferably fight near the footmen so that when they die, the melee will stand at the right spot for Searing Saliva. In this situation, ranged must stand fairly close (but just outside Fire Cloud range) so as to also remove corpses in case they are targeted by Searing Saliva. At the same time, the tank should always stand at the other side of the boss so as to completely avoid getting hit by the aoe.
Necromancers have an extra trick in that they can summon skeletons to remove the corpses, though this will leave them doing no dps in the process and also vulnerable to Searing Saliva. When Slaghterhouse is being used, players must try to interrupt, stun, and otherwise waste his buff (by mass healing footmen for example - preventing boss from targeting squishy players). Finally it goes without saying that Hanibald hits like a truck, but nothing a high armored tank can't handle. Fire resistance will be very useful for all melee characters.

(note: the name Hanibald is intended to be like that and is not a typo)
 
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Level 5
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Mar 11, 2016
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160
Thats really cool jumbo but the whole corpse mechanic can be bypassed by usin 2x necro or even 1 just suicide your minions and resummon and the whole cannibalise concept is gone
 
Level 14
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1,296
Thats really cool jumbo but the whole corpse mechanic can be bypassed by usin 2x necro or even 1 just suicide your minions and resummon and the whole cannibalise concept is gone

This is true, but it is also a part of the mechanics. If you waste time removing and resummoning your skeletons you will deal 0 dps during that time. This is not necessarily a good thing for your team if you have problems with the enrage countdown.
 
Level 5
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May 25, 2012
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Geomar Streamwrench

Theme: Mechanical, heavy spell and physical damage, massive aoe attacks

Model: Goblin Thinker from Warcraft 3 melee games

Arena size: Suggest big area

Stats: Melee 180 to 200 AP, 250k hit points, 120 armor, average movement speed.

maxresdefault.jpg

Boss ability 1: Flammenwerfer of hell. Like Garow’s flammenwerfer but this time, instead of shooting towards 1 direction. No longer tracks player, Gruidlurk now shots out 3 lines of flames at a 120-degree angle of each other, and proceeds to rotate for 4 seconds. (treat it like seer laser but 3x that) Deals MASSIVE FIRE DAMAGE FROM HELL. Suggest medium cool down.

Boss ability 2: German Ingenieurwesen. Literality German engineering, summons 10 repair bots that rapid fixes Geomar, each repair bot heals...... I mean repairs 500 hit points, per second but dies from 4 sources of damage. Repair bots can be CC-ed and has slow movement speed. Get these midgets away from Geomar as much as possible. Suggest medium to high cool down. (IF THIS DOESN’T GIVE YOU THE HINT TO PICK HUNTER TO DEAL WITH THEM, I DON’T KNOW WHAT TO SAY)

Boss ability 3: Neutron Star Collision. After a brief delay, CALLS DOWN A METOR ROCK FROM THE NATIONAL SPACE STATION, like Garow’s cold ice grenade’s aoe, but this time any targets that gets hit by this attack are stunned for 3 seconds, deals massive physical and lightning damage. After the stunned duration, affected units are slowed for 50% for 3 seconds. Any repair bots that are caught in the radius gets instantly destroyed. Suggest medium cool down.

Boss ability 4: Weihenstephan Hefe Weissbier. You have no bloody idea what this is so let’s get a move on. Geomar gets juiced up, gets a massive boost to his movement and attacks speed, during this duration, Geomar cannot be CC-ed. Also, leaving a trail of oil behind him whenever he moves, any player units caught in the trail will be slowed for 20% movement speed, and fire damage will now deal 20% more damage to the affected player targets. Suggest short duration with long cooldown. Hint, never get into a German bar unprepared.


Boss ability 5: Heat seeking Rakete, it’s all over. When Geomar reaches 15% hit points, he will channel for 2 seconds and launch 5 waves of missiles to all player units. After channeling, Geomar can resume attacking and moving while the missiles are flying towards players. Missiles have high unit movement rate and can be evaded. Getting hit by a missile (from any wave) will receive a de buff that makes the next missile hit deals more damage, last till the end of 5 waves. (So if you get hit at wave 4, you will only be able to suffer 2 stacks of damage). Like URSA warrior’s furious swipes from Dota. Deals high physical/fire damage. Only can be used once by Geomar.

Rotations: Upon entering the arena, Geomar will instantly use his Flammenwerfer skill. After its duration, he will attack for a few moments and go into Weihenstephan Hefe Weissbier mode, right after that he will summon repair bots and proceed to call down the meteor around 10 seconds later. Repeats this pattern until 15% where he does his ultimate skill, after that if the battle has not ended, he will resume his usual attack pattern.

Tactics:Unfortunately, someone broke into my house and stole my documents, so no help from me boys, figure it out yourself.

Lore: REMEMBER GAROW Streamwrench? THIS IS BIG BAD BROTHER.
 
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Level 14
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Jun 22, 2007
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1,296
Yeah Sluk. He asked what the abilities meant and I answered. Maybe post your own idea instead of random flaming?
 
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Level 14
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Jun 22, 2007
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Ahh okay, sorry then :). Anyway, let's get back on topic. Any more boss suggestions guys?
 
Level 14
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Jun 22, 2007
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1,296
Sorry for double post. Just thought I should add to my Hanibald boss suggestion that corpses can be made into a coding classified thing instead of using the normal corpse system - I mean, if necromancer corpse summoning is indeed going to ruin the boss mechanics.
 
Level 5
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May 25, 2012
Messages
206
Don't know about you guys, I would love to see a boss design with a "second form" type mechanic. Not just a boring Resurrection, make it unique and interesting.
 
Level 4
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Aug 22, 2010
Messages
54
Another boss design of mine. I'll add him to my boss index later aswell as a guide to defeat him and extra lore.

Little note:
He got a green name on this card and not red which World Bosses normally have.
This is due to him being my idea and for this - he got his own category. Just like Big Bad Wolf which can be found in my Boss Index

azul-png.278332


And another one

samael-png.278484
 

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