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[Template] Show us your D4 boss designs

Discussion in 'Gaias Retaliation ORPG' started by Jumbo, Nov 29, 2016.

  1. Harashu

    Harashu

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    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.
     
  2. Jumbo

    Jumbo

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    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)
     
    Last edited: Jun 1, 2017
  3. MiroBG

    MiroBG

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    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
     
  4. GIMLI_2

    GIMLI_2

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    Wow.. thats awesome!
     
  5. Jumbo

    Jumbo

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    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.
     
  6. VakarlanS

    VakarlanS

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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.

    [​IMG]
    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.
     
    Last edited: Jun 1, 2017
  7. YakoCH

    YakoCH

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    Plz call him "hans" :D
     
  8. MiroBG

    MiroBG

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    soo what r the skills in english :D
     
  9. Jumbo

    Jumbo

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    It's all just pseudo-German bulls and it's so funny :-D
     
  10. sluk

    sluk

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  11. Jumbo

    Jumbo

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    Yeah Sluk. He asked what the abilities meant and I answered. Maybe post your own idea instead of random flaming?
     
    Last edited: Jun 1, 2017
  12. sluk

    sluk

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    just joking xD
     
  13. Jumbo

    Jumbo

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    Ahh okay, sorry then :). Anyway, let's get back on topic. Any more boss suggestions guys?
     
  14. Jumbo

    Jumbo

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    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.
     
  15. VakarlanS

    VakarlanS

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    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.
     
  16. Fack0r

    Fack0r

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    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

    [​IMG]

    And another one

    [​IMG]
     

    Attached Files:

    Last edited: Sep 1, 2017