New Tier 1 Boss: Queen Silkwing

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Verodius

Backstory:
This giant Silkwing appears to be some sort of Queen, along with the mother of most of the Silkwings found in the Clockworks, it is known by Gremlin recon teams as "Queen Bombyx"

Appearance:
Bombyx for the most part is just a giant Silkwing, but has 3 main differences in that her wings are more patterned (like a Greaver's), her abdomen in slightly larger (proportionally) and glows, and she has 6 legs as opposed to being legless like regular Silkwings.

Her tokens are called "Silkwing Eggs", each token reward costs 10 tokens, just like Snarbys.

Levels:
Bombyx's levels have a 'Dead Forest' theme to them (rather than a 'Lush Forest' theme like Snarby's forest). The enemies consists mostly of Chromalisks and Kats with Silkwing support, with the occasional Greaver showing up as an 'elite' enemy. The main 'gimmick' of these levels are that there are inactive flares that can be struck to light them, which scares away nearby enemies. The levels use Slime and Creepy Battle for ambience and combat music respectively.

Arena:
The Arena in which Bombyx is fought is an abandoned Gremlin camp filled with dozens of small Silkwing eggs. There are several respawning flares near supply crates that are essential to defeating the Boss. There is a small platform 'outside' of the arena that the boss flies down from when the fight starts, and occasionally returns to during the fight.

Boss Fight:
Bombyx has the following attacks, which deal Shadow damage (well, normal damage since she's a Tier 1 boss, but the SL variant does shadow damage):

-A 4-hit combo consisting of a jab from each of her front and middle legs.
-Flapping her wings rapidly, firing a wave of 4 bullets followed by a wave of 3 bullets, with a 0.5-0.75 second delay between the two waves.
-Firing a giant energy ball that explodes into damaging haze.

At 66% and 33% health Bombyx will fly up onto a platform out of the players reach to regenerate health, the players have to pick up flares and throw them onto the platform so the light forces/scares her back down. The first time she does this she summons 4 Kats, the second time she does this she summons 2 Greavers.

Shadow Lair Variant:
The Shadow Lair version of Queen Bombyx is Empress Bombyx, she is much darker in colour, glows a more electric blue and all her attacks inflict Shock. She is also accompanied by respawning Greavers
.

Token Reward 1: Silken Shield
The counterpart to the Bristling Buckler, the Silken Shield series is a series of shields with Shadow defense & Handgun damage in place of the BTB's Piercing defense and Sword damage. They are otherwise identical statistically.

They resemble the 'Skelly' line of shields, but with a different colour scheme (The borders are bronze rather than grey and the 'inside' is made out of Wood), in addition to this the 3 and 4 star versions have a Silkwing emblem painted on them (with the 5-star version having Bombyx as an emblem.)

Version Names:
2-star: Silken Shield
3-star: Serene Shield
4-star: Silkwing Shield
5-star: Bombyx's Barrier (Bombyx's Blockade?)

Token Reward 2: Orb Cannon
A Heavy Elemental handgun that resembles a sort of grenade launcher with a Spark gap just in front of the barrel that the projectiles are fired through.

The normal attack fires an orb of energy that attempts to move towards the mouse cursor. On impact they explode with a (very small) AoE, if the player attempts presses the fire button while an orb is already out the current orb explodes, which can be used to detonate them early. The orbs move at around the speed of a Pulsar shot and cannot turn very quickly, so they can have trouble hitting more mobile foes like Kats or cunning players. The gun itself fires at around the speed of an Iron Slug/Callahan and has 2 shots to a clip.

To prevent sequence breaking the projectiles from this gun do not trigger Switches, Breakable blocks or Ghost blocks. The orbs have a 'lifetime' of 5 seconds before they explode, and they also disappear with no explosion if the player changes weapons before impact.

The charge attack fires a faster orb with no homing capabilities, does not disappear if the player switches weapons and is capable of triggering Switches/Breakable blocks/Ghost blocks. Other than this they are identical to the Orbs from the regular attack. This attack charges faster than normal charge attacks.

Version Names (and damages at level 10)
2-star: Orb Cannon (3 bars)
3-star: Charged Orb Cannon (3.5 bars)
4-star: Supercharged Orb Cannon (5.75 bars)
5-star: Star Cannon (8.75 bars)

Token Reward 3: Repelling Field
The Repelling field is a normal-damage bomb that when placed will 'push' enemies out of its radius for a few seconds, like an inverse Vortex bomb. Players (and some of the heavier enemies like Trojans) are still capable of reaching the centre of the field, they just take longer to do so due to the field reducing their speed. The field has no effect on bombs, projectiles or movement-based attacks like the dashing of a Greaver/Flourish Wielder/Kat or the Charge of a Trojan.

Charge time is 3180 milliseconds with no CTR, identical to the Haze bombs. It's Radius is also of roughly the same size, albeit a block or two bigger.

Version Names (and damages at level 10)
2-star: Repelling Field (2.75 bars)
3-star: Repulser Field (3.50 bars)
4-star: Heavy-Duty Repulser (7.25 bars)
5-star: White Hole Generator (9.25 bars)

(I could've sworn it was "Repulsor" but my auto-correct says that's the correct spelling. Oh well)

Shadow Lair Reward: Silkwing Set
Empress Bombyx drops the 'Serene Essence' upon defeat, which can be used to craft the Silkwing Set, which consists of Silkwing's Splendour (the Suit) and Silkwing's Serenity (the Helm). The appearance of this set is a suit of light Plate Mail worn over a set of Robes, with the helmet consisting of a Solid Cobalt-style helm with a hood worn over it.

Each piece of the set has the following stats when upgraded to level 10:
7 Bars of Normal Defense
7 Bars of Shadow Defense
-2 Bars of Piercing Defense (as in, you take more damage from Piercing with it equipped)
Handgun Attack Speed Bonus: High
Movement Speed Bonus: Low
+4 Health

Description: "This Armour/Helmet grants the user both the Splendour of a Silkwing and the Savagery of their Greaver kindred. Sadly it also gives the user their major weakness as well."

Imagen de Griseolar
Griseolar
This actually sounds like a

This actually sounds like a really good idea for a Fiend-type boss. Here are some of my thoughts on how to further improve it:

- Since Silkwings are fiends, the levels preceding the boss should consist mostly of fiends (Greavers, multiple variants of devilites even), with a few enemies from the beast and undead families as you already mentioned.

- Having the boss leave the arena three times might make the battle more tedious than it should. I suggest reducing it down to two times, probably at 60% and 30% health. Also, have different enemie types spawn at particular points of the battle - for example, when the battle starts and when the boss retreats at 60% health, have variants of Chromalisks spawn; after getting the boss down and then making it retreat at 30% health, have variants of Kats spawn; finally, upon getting the boss down for the last time, have variants of Greavers (and maybe devilites) spawn. Additionally, since the boss is a giant Silkwing, give it the ability to perform a healing pulse in the last phase of the battle (similar to that done by the Battlepods).

- I would also rather this be a T3 (or maybe even T4) boss than a T1 boss, so at the very least, end-gamers have slightly more variety in their crown grinding. Early-gamers don't stay in T1 for long anyway.

- Gun ASI High on EACH piece of the set sounds a bit OP. Even though it's SL equipment, I suggest reducing it down to at least medium per piece.

Imagen de Verodius
Verodius
@Griseolar

a) Problem is most of the fiend enemies either wouldn't make sense (why are office workers in the middle of a forest? are they having a company picnic?) or far too hard (Greavers would probably eat your average T1 player alive)

b) I might actually do that (regarding reducing the amount of times she flies off)

c) The Silkwing set was meant to be the Gunners version of Mad Bomber: a set the sacrifices defense in the name of raw firepower. It's actually got the same 'level' of bonuses as Mad Bomber (High + Low = Medium + Medium), if anything it might a bit underpowered as is because Silkwing's Piercing weakness is a lot worse than Mad Bombers Status weaknesses

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Trollingyou
Nice idea...

Though I'd like to suggest a few things:

ASI high for guns would be OP. With the set and shield I could have max ASI, max DMG, and med CTR without UVs. If it's gonna have that much attack speed, the penalty on pierce defense should be heavier, or throw in some negative poison resist, since poison pretty much negates silkwigs. Also keep in mind almost all pierce damage in clockworks comes from melee attacks which gunners avoid with ease.

I agree with Griseolar as well that this should be a T3 boss, since people do not stay in T1 for long anyway. Would give poor vanaduke a small break.

Other than that, it seems like a nice idea. Love the idea for the bomb, though it might be slightly OP. From the sounds of it the bomb blows enemies out of the range and keeps them out for the duration? Just want to make sure I'm getting this right.

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Luguiru
Shadow damage everywhere

Because we need more of that.

Not that there is any problem with it, and I know your other threads have variated enemies; where am I going with this? Giant butterfly-moth-medic. Flop flop.

The boss fight seems alright for T1, but will the Shadow Lair version just be more shadow damage and shock slapped on? Seems a little stale, even though we only need the regular form for a while. The flares seem to behave like pots or those flame blobs used to light candles but instead of activation an object on the field directly affects enemies. Does it make everything run away? Why not only fiends? Why not Zoidberg?

To clarify the shield: Barbarous line with shadow defense instead of pierce and gun damage instead of sword damage. As long as the Snarbolax shield is balanced, so would this. It would be nice to have another shadow shield seeing as most have element or pierce.

The gun seems familiar, but the mouse tracking ability would not work for players not using a mouse. Being able to manually detonate ought to be enough for a single weapon. The manual tracking ability could be a separate weapon, but with fairly slow projectile movement and loss of knight control until the projectile hits something.

The bomb is essentially a Vaporizer, covering an area with something; in this case a significant support ability to literally push everything in it out of it. Its initial detonation can recycle the Vaporizer detonation, damaging a small radius around the epicenter upon detonation. The main focus for this bomb would be the speed it repels. Does it repel as fast as the suction bombs pull?

The armor is clearly overpowered but here are its effects:

  • 7 bars normal
  • 7 bars shadow
  • -2 bars pierce (items never have negative defense against damage)
  • +3 gun speed
  • +1 movement speed
  • -1 health from regular amount (+5 at H10 is considered normal)

The negative pierce defense is silly and so is having a gunner version of Mad Bomber. Bombers get that crazy clunker because every bomber is an SMF while gunners get far more variety in weaponry (see here), all of their armor branches are useful (Bombastic heavily relies on using trinkets/charge UVs) and obtainable through normal crafting (Mercurial Demo), and they get the Seerus masks (+2 gun charge, +1 gun speed, plenty of defenses with very little penalties); not to mention Blitz. A gunner version of MDemo is fine, but to steal MadB would be upsetting. Where is the bomber version of the Seerus masks? When are we going to get a new kind of bomb to actually fight with instead of relying on being support? We have MadB, that is our Seerus masks.

Complaints aside, a fiend-esque gunning armor; definitely keep the lowered health and movement speed, cut down the attack speed to +2, take out the pierce not-defense, and the defenses can stay. Now you have a nice spicy pizza. A deadly pizza. That will murder you in your sleep. And skip merrily in a field of happy flowers. What?

Yet another thread to link from you for more enemies. Before I go I feel like linking something. Honk.

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Verodius
@Luguiru

Firstly: People play SK without a mouse?

2: Yes, the Shadow Lair version is just the regular boss with more damage and a status, that's how every SL boss works bar Rabid Snarby.

3: The Flares in the levels leading up to the boss work like Beast Bells, only they scare instead of Stun, while the Flares in the Boss fight proper are throw-able like the Fire orbs in Candlestick Keep.

4: The repelling effect from the bomb wouldn't be as powerful as that of a Vortex, otherwise it'd probably be too imbalanced since nobody could get close to you. It's effects would ideally be weak enough that enemies (and most importantly, enemy Knights) can still reach the center, just with some difficulties (like having trouble with charge attacks because when you stop to use them you just get pushed out.)

5: The only real reason that Bombers lack variety compared to Gunners is because any Bomb that is varied (or that you can 'fight with' as you put it) tends to quietly disappear *cough*Sunshards*cough*. Pretty sure Gunners would be less varied if you removed the Autogun series (which were/are basically the Gunner RSS since they allow for combat outside the 'classes' usual zone), Plus I'm pretty sure there are more Guns in the game than there are Bombs.

Imagen de Luguiru
Luguiru

Arrow keys can change which direction you face, though are not as coordinated as using a mouse. Some people also use gamepads.

Alright. Flying deadly butterfly-moths, I got nothing on it.

New field stuff to interact with is always gudd. Is that a yurp to making it only work on fiends or are people going to ask for it to be everywhere like the rockets with Razwog?

It can repel as fast as bombers can move while charging a suction bomb, and if something tries to go into the repelling bomb it forces them to walk just as slow as they were repelled. It would be like trying to wade through a three foot deep marsh. Everyone has wet feet afterward.

There are more guns than bombs in branches and mechanics. Three Rings evidently is against bombers being able to fight, though technically all bombs can be used to fight (even if the damage rates are significantly lower than other weapons) which apparently meant they had to mess with shard bombs. Makes sense. While stoned. This probably comes as no surprise but I rarely meet primary gunners, though not as rarely as primary bombers; amongst those gunners they almost always use Blitz, one of the Pulsars, a status Alchemer, and sometimes Valiance. Usually just Autoguns and Pulsars.

Back to derping, what about that manually controlled projectile gun? I can do something with that unless you will. Very magical things. Like skipping in fields of bloody organs torn from the narcissistic children who get older and still think the world revolves around them. Yes.

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Verodius
Well I haven't seen people

Well I haven't seen people asking for Beast Bells to be put everywhere so I don't see how the pre-boss flares would be any different, and the boss-fight flares are really just reskinned fire orbs that you throw at something different.

As for the Orb Cannon, you can use/'do something with' the concept if you want, I think it's fine as is.

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Luguiru

I was just going to take the remote controlled projectile part.

I thought yours is more about being able to manually detonate the bullets while after firing. Chirp chirp.

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Artistbma
Sorry, I didnt read anything in this thread,

So Ill just post what I thought of when I read the title.

Oh no! It's gonna heal us to death!

Thank you for your time.

Imagen de Griseolar
Griseolar
@Verodius

The devilites could be 'rebel' ones who realize that the giant Silkwing should be worshipped or something, and yes I'm ripping off HoI's story. T1 Greavers aren't what I would call hard, even for an average T1 player, since all you do is swing away at it. But really, I highly recommend this to be a T3 boss instead. Moar 'end-game' content is always good!

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Selenium
+1

Silkwings are adorable. Also, the flare mechanic sounds like it could be recycled into a cool puzzle level.