Legion of Almire Boss: Lord Brandell

25 respuestas [Último envío]
Imagen de Molochmekkane
Molochmekkane

Another idea of mine I was told to post here.

Legion of Almire Boss

Backstory: The Almirian noble named Lord Brandell, who tried to escape Vanaduke's attempts to claim the souls of his people with fire.

Level Appearance: The same area where zombies were fought before the Codex.

Description: Appears as what the Slag Guards originally looked like, with simple armor and no helmet. Has purple fire and veins. Carries a giant Blackened Crest and a big purple Fang of Vog. Rides a skeletal horse that has the head of a Howlitzer.

Flavor Text: A lost Almirian nobleman! He's protecting something...

Attacks: Shadow. All attacks and fires are purple, and have no status effects.

Behavior:
Phase 1
Lord Brandell will start out by charging at one of you. A purple arrowed cursor appears around the target. He'll run with his shield up, so only attacks from behind can hurt him. Once he gets to you, he'll slash twice, and his shield lowers. Once he gets to an edge, he'll stop, turn around, and the horse will blast 5 fireballs. His shield lowers when the horse is attacking. Once the horse is done he'll target someone again.

Phase 2

Now the horse is ticked. Fiery purple veins appear on it's bones. Lord Brandell will now charge faster and his slashes will launch single fireballs at the target. A trail of fire appears behind the horse. Once he gets to an edge, he'll turn around, and the horse will pop it's head off like a Howlitzer and chase a target for a while spitting out fireballs and eventually after about 15 seconds exploding. Then it's head respawns onto the body and Lord Brandell charges again. Lord Brandell's shield will be up while the horse's head attacks.

Phase 3

The horse explodes. Lord Brandell is now on foot. He can chase after a target and swing the Fang of Vog 5 times, Swing it slowly to launch 2 giant fireballs at a target, do a massive version of a Fang of Vog charge that sends 8 fireballs out in a * formation, send a 4 explosion fiery wave out, or do a more damaging slow 3 swing combo with his sword. With his shield he'll bump you, this bump brings out a regular Fang of Vog charge that will push you away. While he steps with his shield up fire will appear behind him, making it hard to sneak behind.

Death

Falling to his knees with a thud, Lord Brandell drives his blade into the dirt and turns into stone, joining the men who once followed him as a statue.

Simply posting the idea, not exactly asking it replace the current final battle of the Danger Mission. It's here more for your thoughts on the boss itself than having it added to the mission as the idea.

Imagen de Xxpapaya
Xxpapaya
The papaya comments

Not too sure what to say =) Its a good suggestion, but I don't do danger missions often, if not at all. This is for other to decide =)
Good luck

Imagen de Darkbrady
Darkbrady
Just wanna question why you

Just wanna question why you went with a fire boss, that'd essentially be anotehr Vana. LoA has nothing to do with fire.

Imagen de Molochmekkane
Molochmekkane
Reason for fire

Because it seems to me that Almire and the fires that burned it down (If you didn't read the complete story on the Firestorm Citadel Wiki Page I guess you wouldn't see my view) would inevitably appear in a noble who tried to escape Vanaduke's afterlife clutches, but who got burned in them anyway.

Imagen de Darkbrady
Darkbrady
I'm not talkin' about the

I'm not talkin' about the flavour text, but it'd be like throwing a shock type boss at the end of HoI; all bosses in the game meet the theme of the level, and yu're proposing a fire type boss at the end of a stun (no-theme) type level.

S'all I'm sayin'~

Imagen de Molochmekkane
Molochmekkane
To be fair

what we would have if we go by the Codex and say he did escape Vanaduke, we'd have the game's only Stun-themed boss. Do you think that would be a good idea? It's an interesting proposal, but simply put which attacks do you think should cause stun?

Imagen de Molochmekkane
Molochmekkane
About not fitting

The enemies that currently appear at the end of the mission are Cursed Deadnaughts. At the end of the mission is already a type of enemy that doesn't fit in, being an enemy that is able to cause Curse.

Imagen de Darkbrady
Darkbrady
There's a difference between

Nothin' wrong with a stun themed boss. Vana already stuns, s'not so wild to have a boss for it. Then again, JK is no-theme and isn't stun either, so there's no reason he can't just be...normal.

There's a difference between a special enemy having a status and a boss being themed around a status.
Graveyards have curse phantoms, but the GY itself is still treated as no-status. You can go the entire final LoA room w/o ever seein' curse, although it's a threat, but Vana is very clearly fire themed.

Imagen de Molochmekkane
Molochmekkane
As I said

If it's a stun themed boss ,which of it's attacks would stun? and, if i see a chance for amendment here, would you rather replace all the orange with purple and have it be simply a boss that does shadow damage? If so, it'd be the first of that as well, since Vanaduke only does massive normal/sometimes elemental damage. Actually, noting that, I like the idea of a shadow boss. Very good feedback, you made me see something new in the boss.

Imagen de Darkbrady
Darkbrady
Absolutely nothing wrong with

Absolutely nothing wrong with that layout; we don't have shadow themed bosses, so that wouldnae go amiss, and still fits nicely enough w/ the rest of the mission.

As for which would stun? Well putting stuns at the beginning of his combo would make it easier to get hit/killed by it, making it potentially more dangerous. Putting it at the end makes it less likely to occur (less likely to land a full combo, and if he does, is more likely to kill) but would make it just a punishment for allowing yourself to get combo'd, and not actually a massive danger.

Or just random proc from any of the attacks, for balance?

Imagen de Softhead
Softhead
So your thoughts is that he got corrupted anyway?

I though he committed suicide.

Imagen de Molochmekkane
Molochmekkane
Seems to me

Judging by the lack of any fire throughout an obviously Almirian based mission and the appearance of Cursed Deadnaughts at the end (those aren't Slag Guards, they're able to cause Curse.) It would seem that something caught them, even if it wasn't Vanaduke.

Imagen de Softhead
Softhead
-_-

Since it's a part of almire, fire did get it.

As in the lore, fires consumed all of almire.

Cursed Dreadnaughs are still almarian soldiers.

But guessing from the increasing intensity of the flames in FSC, Vanaduke is the origin of it and anything not in his proximity, the flames get weaker and then die out.

Imagen de Molochmekkane
Molochmekkane
More on it (Spoiler)

Actually the Almirian Codex you go to the mission for is Lord Brandell's diary, and it states that he decided Vanaduke had no right to take him or his men with him to the afterlife, so they ran away. Since there are no fire enemies it would seem that they got away but died somehow anyway along with everything else.

Imagen de Luguiru
Luguiru
Time for stuff

Before reading any further, open this and listen to it while reading.

Why is a nobleman using a oh my liquids jagged pointy death thing that looks silly and barbaric when he could be using a more gentlemanly sword like a Flourish?

How about instead of having himself be fire, his attacks inflict poison while the horse (which lives throughout the battle to have two bosses) inflicts fire? Both the rider and horse count as undead in terms of defense (resistant to shadow and anti-undead bonuses).

His first and third phase would be charging and jousting at you like a Deadnaught/Slag Guard, but instead of the sword attacking directly in front it would be on his right side. His sword would deal pierce damage and possibly inflict poison. The middle would instead be where the head of the horse would have some armor, bashing and trampling you with shadow damage and possibly inflicting fire. On his right would be his shield which just bumps you away. You can damage them from the head of the horse, dealing damage to the horse, or from behind like any Trojan-esque enemy. The rider has more health than the horse. Once the rider loses enough health (if the horse is defeated the rider goes into Deadnaught/Slag Guard mode; it comes back later) he moves onto the second phase. During the first and third phase both the rider and horse are resistant to shadow damage and weak to element damage.

His second and fourth phase needs the horse again. If the horse was killed in the first/third phase the rider summons another one by creating a radius of fire around himself, then the horse appears under him and he is automatically mounted. Arise, ye hell horse! Under my groin! The first thing he does now that he has his mount again (if it was not killed in the previous stage it automatically skips to this part) is ride around the battlefield (the fight area) blowing into a bugle to summon fire and poison zombies (four of each at a time, three repeat waves; the next wave only spawns when all of the previous are defeated). The rider does not have his shield or sword up to hit you, but if the horse runs through you it will count as an attack (same attack in the first/third phase from the horse). The horse runs around in a circle clockwise for the second phase and counterclockwise for the fourth phase at about 90% the speed of a charging Deadnaught. Again, the rider does not attack or specifically go after anything in this phase, just run around in circles and throw some zombies at you. The rider and horse are invincible during these stages. You have to kill all the zombies to continue.

The fifth and final stage finally separates rider and mount, but not for your benefit; they both attack at the same time separately. The rider acts like a Deadnaught/Slag Guard again (if the horse is defeated within the radius of the rider it will resurrect; you have to kill the rider for the battle to end) with the forward attacking and front shield while the horse simply runs around trying to trample people. The horse only has a shield around its head but will knock you down and deal significant damage if you are trampled/bashed. The horse still deals shadow damage and may inflict fire but the rider will now also deal shadow damage, but will now inflict curse instead of poison. The horse is basically a Trojan but has the ability to turn (up to 45 degree angles maximum) while charging and can move around normally during combat (about the same speed as an average knight) but has a larger body (only the head is shielded; from the base of the neck back is vulnerable to attacks) but if you make contact while the horse is moving regardless of where you make contact will count as attacking you (though the head will deal ~+50% damage compared to any other attacking point). Once the rider is defeated (you can kill the horse if you want but are not required to) the battle ends and a winner is you. During this final stage the rider becomes resistant to element damage but weak to shadow damage. The horse is still resistant to shadow and weak to element.

I wonder what gave me these ideas.

Imagen de Canine-Vladmir
Canine-Vladmir
d3rp.

last time i checked, the boss of the Almirians is Vanaduke.

Imagen de Molochmekkane
Molochmekkane
That's a funny comment right above.

A Noble is someone considered tob e of a higher, more regal class than others. Lord Brandell was that, a LORD. Probably made into a Lord BY Vanaduke. He would have been something like one of his generals, and a very high ranking Almirian. Hence, Almirian Noble.

Imagen de Softhead
Softhead
Pffff.

Almirian Codex

An excerpt from the accounts of Lord Brandell,
High Chancellor of Almire:

Like so many of its people, Law and Order have
fled Almire. Only Justice remains, but she too has
been twisted by the cursed flames that ravage our
kingdom. Justice is now the burning sceptor of
out once great Lord Vanaduke. Justice is swift,
unflinching, merciless.

My position has afforded me much in my life. I
use to love the view that my tower offers. From
these lofty heights I thought of myself as the first
one to great the spring season, the first to smell
the life in the air as the flowers bloomed.

Now only death and smoke hang in the air, even from
these great heights. And the fires; the unnatural fires
that seem to burn eternal, the fires that turn even the
most pious men into horrible nightmares, I know that
these fires shall soon take me as well.

I will not give my former Lord the gift of my own life. It
is not his to take, to twist. This shall be my final order.
This shall be my Justice.

~Owlite Documents of the Fall of Almire

This world has seen few greater tragedies than the fall of the great kingdom of Almire. Once a vibrant, beautiful realm of lush forests and sweeping plains…

...neighboring kingdoms declared war…

…seeking power needed to turn the tide, Lord Vanaduke of Almire fled to the mountains…

...Returning as something unnatural…

...Endless inferno…

...Almire destroyed…

...They can never leave, they can never escape the flames.

They all died in the flames then, hence why those Crusaders look similar to slag guards, who look similar to slags who also came from dying and being twisted by the flames into fiends/undead.

Imagen de Molochmekkane
Molochmekkane
Hm, it looks like suicide now

But the way I remember reading it I thought he tried to run away.

Imagen de Juances
Juances
Vanaduke is a lord. I'ts not

Vanaduke is a lord. I'ts not so bad, but I'd chose the title, to make a diferentiation. "High evil Chancellor"

Imagen de Molochmekkane
Molochmekkane
Rankings

Though he's called 'Lord' Vanaduke is actually a King. A Lord would be more like Britain used the word, with them being respected high society people, usually appointed that by the King.

Imagen de Softhead
Softhead
I was going to say that.

Also, not all nobles were fighters.

Lord means superior in titles, like Lord high Chancelor.

Since He's most likely not a noble, then almire may be a Constitutional Monarchy, like britain.

Imagen de Molochmekkane
Molochmekkane
Idea for amendments

What if instead of High Chancellor Lord Brandell it was instead something like a Captain of the Guard who left with him to try to escape along with a bunch of citizens and soldiers, and now said Captain is the one commanding all the Dust Zombies, Deadnaughts, and Almirian Crusaders in the mission, while also guarding Lord Brandell's tomb?

Imagen de Softhead
Softhead
Didn't Desna say that it was a mausoleum with hidden treasure?

So then Brandell may've escaped to there, but the flames got him or his tower was near there when he commited suicde/ escaped and left his notes.

And it was also said:

"...They can never leave, they can never escape the flames"

"the fires that turn even the
most pious men into horrible nightmares, I know that
these fires shall soon take me as well."

And maybe that the flames also corrupt dead bodies.

So the mausoleum rez old warriors, as well and burn, kill and corrupt the living.

Why do we need a boss here anyway.

I kinda like it as a wave survival/ mob tactic mission. Makes it unique.

I wonder if they would add a puzzle version that variates every run, or a teamwork based one that is almost impossible alone and relies on using different weapns and different "classes"

Imagen de Silverkeox
Silverkeox
No one ever made the core a

No one ever made the core a bad guy?!

Imagen de Softhead
Softhead
You are way late.

-_-