Ideas for some new enemies.

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Imagen de Verodius
Verodius

Enemy 1: Scarat (Beast)

Appearance:
A very large cat-like creature covered in a dark green insect-like carapace and a long whip-like tail. Its back feet are birdlike talons, while its front feet are feline paws. At Tier 2 they get more armour and glowing (yellow) eyes, at Tier 3 they get even more armour and leave a trail of dust as they run.

Ability 1:
The Scarat takes reduced damage from attacks due to its armour. However as it takes damage the armour gradually falls off, increasing the damage it takes but also allowing it to move, dodge and attack faster. There are 5 'stages' of armour loss, each one taking away 20% of its armour but giving it a 20% speed boost.

At Tier 3 the armour 'shards' actually stay around after falling off, and the Scarat can pick up & reattach them using its long tail. The 'shards' can be picked up & thrown by Knights to keep the Scarat from re-attaching them. Scarats can only pick up their own armour (i.e. if there's 2 Scarats in the area neither can use an armour shard dropped by the other.)

Ability 2 (Tiers 2 & 3):
Scarats can perform large leaps to either close the gap between them and their assailants or to get away if they feel they're being cornered. Upon landing it sends out a shockwave that knocks back nearby knights. At Tier 3 it also sends out some Lichen-style groundspikes in addition to the Shockwave. The amount of knockback depends on how much armour it has.

There is a 6 second cooldown on leaps, which decreases as the Scarat loses its armour (minimum cooldown would be 3 seconds)

Attack 1:
A 4-hit melee combo consisting of a swipe from each paw, a bite and the Scarat performing a 360-degree tail whip. Scarats can change direction mid-combo (the less armour they have, the more they can turn between hits), but not to the ludicrous "I'm going to turn around and bite somebody directly behind me" level of pre-nerf Wolvers.

Attack 2 (Tiers 2 & 3):
The Scarat breathes status-mist in a 160-degree area in front of it. At Tier 3 it also spits out 5 bullets as it does so in a manner similar to a Tier 3 Gun Puppy.

Status Variants:
Fire: Desert Scarat (Gold with Red eyes, leaves a trail of Smoke)
Frost: Tundra Scarat (Silvery-blue with Purple eyes, leaves a trail of Snowflakes)
Shock: Mountain Scarat (Dark grey with Green eyes, leaves a trail of Sparks)
Poison: Swamp Scarat (Yellow-green with Orange eyes, leaves a trail of Vapor)
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Enemy 2: Pylon (No Type)
These towers are capable of boosting the capabilities of those nearby. Though incapable of defending themselves, they are quite sturdy and are not easily destroyed.

Appearance:
A large tower with a projector (similar to the ones outside Danger Rooms or Wolver Lairs) on top that displays an icon corresponding to that Pylons effect.

Abilities:
Pylons can give various buffs to Monsters in their AoE (higher tiers have larger AoEs). Here is a list of effects that a Pylon may have, along with the icon that represents said effect.

Strength: Increases damage (Sword)
Defense: Increases defense (Shield)
Swiftness: Increases move & attack speed (Boot with wings)
Resistance: Increases status resistances (Shield with wings)
Life: Periodic healing (Plus sign)

I'm not sure what the "strength" of these effects would be but I'm imagining they'd be on par with the Attack buffs done by Alpha Wolvers & Trojans.

Mecha Pylons:
Mecha Pylons are Pylons that buff Knights instead of Enemies, these could be found randomly and activated with CE or be found in missions. They are otherwise identical to regular Pylons.
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Enemy 3: Hollow One (Fiend)

Appearance:
A Slender-esque humanoid made of living shadows. They are taller than knights (though it doesn't show because of their hunched bestial pose) and are capable of limited shapeshifting (i.e. making limbs longer). Higher tiers get a Shadow aura similar to that of Dread Skelly's and glowing (yellow) eyes.

Attack 1:
A 3-hit combo consisting of the Hollow One slashing with its left arm (which shifts into a blade), swiping with its right arm (which shifts into a giant claw) and finishing up with the Hollow unhinging its jaw to do a massive bite. The final hit of this combo will heal the Hollow One if it successfully connects.

Attack 2 (Tiers 2 & 3):
The Hollow One opens its mouth and fires out a tentacle/tongue that travels a short distance. If it hits a Knight with this attack it will then pull them towards it and attempt to bite them. The bite is similar to the last bit of their melee combo (see above) and just like before will heal the Hollow One if it successfully connects.

Ability 1 (Tiers 2 & 3):
Hollow ones are capable of become incorporeal similar to Phantoms, though they cannot do so indefinitely and do so to retreat rather than advance. They can do this for 3-6 seconds at Tiers 2 & 3 respectively, and at Tier 3 will hurt anyone they pass through.

Status Variants:
Fire: Ashen Husk (Red Eyes)
Frost: Despairing One (Blue Eyes)
Shock: Grieving One (White Eyes)
Poison: Rotting Husk (Green Eyes)

Special Version:
A possible Halloween version of this enemy would be the Hallowed One, who is similar but has a Jack-O-Lantern for a head (and maybe drops candy tokens?). They are otherwise similar to Hollow Ones
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Enemies 4 & 5: Posi-gel & Nega-gel (Slimes)
Collectively referred to as "Magne-gels" these strange slimes have bizarre magnetic powers that seem to vary in effect depending on how many and what types they are!

Posi-gels are resistant to Shock, Nega-gels are resistant Freeze (but neither can inflict said status.) They do not have any status variants.

Appearance:
The Posi-gel is a greenish-grey Jelly Cube that gently pulses outwards, while the Nega-gel is a murky purple Jelly Cube that gently pulses inwards. Both have their spikes orbit around them (clockwise for Posi-gels, counter-clockwise for Nega-gels) instead of on/in them like normal Jellies.

Attack 1:
The Magne-gels bump into their enemy, just like every other Jelly Cube based enemy does.

Attack 2:
Two Magne-gels slam together and release a wave of 8 bullets (2-3 such waves at Tiers 2 & 3 respectively) in a '*' shape. At Tier 3 they also release a Shockwave that will either Knockback those caught in it (if both Magne-gels are the same type) or pull them in a short distance (if they are opposite types)

Attack 3 (Tier 3):
Bolts of electricity begin to play across the Magne-gels surface as it braces itself. After a second or two it fires energy beams connecting it to other Magne-gels of the opposite type, who then begin to do this attack themselves, while doing this attack the Magne-gels cannot move, but get a bit of damage reduction to make up for it. The 'connector beams' last for about 4 seconds.

This attack has a Minimum Range and two Magne-gels who are too close to each other won't connect even if they are of opposite types.

EDIT: Tried to make the Magne-gels less of a Quicksilver clone.

EDIT2: Changed some other stuff, added some more details etc.

Imagen de Blandaxt
Blandaxt
Great idea

love your ideas. The pylon idea is pure genius. I have to say that i don't like that they can heal though (i think that should be restricted to healer monsters only). About the monsters, there a pretty broad variaety which is good. I feel i like the magnetic jellies the most. hope they get implemented in the game.

Imagen de Rabeet-Ahsan
Rabeet-Ahsan
Very good and Original

I especially like the Pylons and the Scarat as we need more beasts but don't really like the Magne-gel idea as i think they are kinda like Quicksilvers so maybe add this ability to the Quicksilvers.

Imagen de Aureate
Aureate
Oooh, shiny!

More variety for the Beast family is always good. Having insectile scarab swarms sounds fun, particularly with the ability to adapt depending on how much armour it has. Having more enemy buffs would be cool, as well, although obviously you'd need to be a little careful about where you placed them in general Clockworks levels. The Magne-Gels also sound interesting. Do they consistently spawn alongside each other, or would it be randomised as to which type you got? As for soul-sucking dementor thingies... eew.
Would like to see these implemented in the game at some point.

Imagen de Verodius
Verodius
@Aureate:

Yes, the two kinds of Magne-gels would spawn alongside each other in large groups (For example instead of 6 Jelly Cubes there might be 3 Posi-gels and 3 Nega-gels) because if there's only one or two around then they're basically just regular Jellies with a different second attack and a snazzier appearance.

Imagen de Luguiru
Luguiru

I was going to make a review for this thread yesterday but I was having a butt clenching headache that lasted all day.

Anyway, stuff again. I already added this and that to the refrigerator but I only feel in the mood to review one and since this has less responses and this sentence is getting longer by the second so I am going to stop writing it.

Scarat reminds me of one of those mythical freaks, but it was a lion with two snakes for tails. I wonder what kind of joints they smoked back then. Its armor falling off as it takes damage is alright, but is there any catch to it? Do the armor fragments stay on the floor and damage knights if they step on it until it despawns? Does Scarat regenerate health if it eats its own armor fragments? Maybe it can do something weird in T3 since there are no T3 exclusive abilities yet. Its leaping ability would be hilarious against all the people who rely on projectiles, but does leaping towards a knight create the ground shaking effect or does that only happen when it jumps in place? Seems cheap to be able to jump a distance while attacking at the same time, but jumping in place and creating those spikes around it in T3 is fine. The melee attack is alright so long as the combo is consistent and it has to go through the attack chain to get certain kinds of attacks, like only the fourth doing the tail whip and the third only being able to bite, but it is unable to whip its tail or bite otherwise. Consistent patterns make genuine difficulty. Their turning ability while using their melee attack ought to be more lenient, allowing sharper turns with the less armor they have, as well as being faster. If it starts as strong as it ever gets and degenerates to a quivering cat-beetle-bird it would only be a matter of dealing the highest damage possible to kill it instantly. The bullets on its second normal attack shoot too many boolits unless it shoots or coughs a status cloud.

Pylons seem pretty similar to my robot-tower-that-gives-engineered-constructs-buffs-thing which I should go back and add anchors to that post because of how ridiculously huge ongoing posts become in that thread. Do you have any idea about how much of each buff Pylons would give or are we going to leave that in the bowl? A bowl of salad. Pour some dressing in there. Hot stuff.

Slenderman and his tentacles. Its first attack is alright, not particularly interesting to me, but the second could use some salt and pepper. Or some hot sauce. It reminds me of an ability used by the Sacrier class in both Wakfu and Dofus where it can pull a target towards it from long distances, but the target has to be linear and the path between the target and Sacrier must not be obstructed by characters/objects which may not be moved through; the difference being when Sacrier does it the ability effects stop when it pulls the target in front of it but it can do other attacks after. For Slenderman his pulling range can be relatively far (~6 spaces) where he shoots a tentacle out of his face that travels ~80% standard knight speed forward, during which Slenderman is immobile and unable to stop the action to do something else, but if it hits a knight it pulls them in at ~50% standard knight speed. The only way to break the connection is for the trapped knight to attack the tongue. Any bombs placed while trapped stick to the tongue but their fuses are paused until the tongue retracts back into Slenderman where it automatically detonates. Bombs placed while tied up by the tongueticle are automatically put ~1 space closer to Slenderman than your knight actually is and you can place a second bomb between yourself and the bomb for an additional detonation. After all this I have no interest in the third ability but I want to see Slenderman try to eat a bomber. Go ahead. Make my day.

The magnetic jellies sound like another thing but only because magnets. In terms of telling differences, I think I need something different than a paragraph for this to make sense:

  • Posi
    • spikes float ~0.5 spaces around the actual jelly and automatically damage knights who come too close
    • when attacked by a projectile which includes element damage, gains +20% movement speed (up to +40% at a time, lasts 15 seconds per projectile), +15% damage, but -20%/2 bars shadow defense; its body spikes will still damage knights upon contact and it can do the standard jelly-jiggle-on-you-to-death attack, this ability lasts 15 seconds per projectile (30 if two effects are active)
    • when a melee attack successfully connects to a knight (not including the floating spikes outside its body which passively damage knights) the Posi copies all status resistances on that knight for 30 seconds; may not copy resistances on a different knight until the resistances already active wear off
  • Nega
    • spikes jut out of its jelly body so the points are straight outward, damages knights who touch; these spikes deal ~120% damage of the Posi body-spikes
    • moves ~70% the speed of Posi
    • has a slight gravitational pulling effect which pulls knights into the spikes on its body if they come within ~2 spaces, more difficult to resist and run away the closer the knight gets
    • when attacked by a projectile which includes element damage, heals ~20% of the damage from that attack, gains +20%/+2 bars element defense (up to +40%/+4 bars at a time, lasts 10 seconds per projectile), -10% movement speed, and its gravitational effect is disabled (returns when the anti-element-projectile effect wears off)
    • when a melee attack successfully connects to a knight the Nega cuts all their status resistances in half for 20 seconds; cooldown of 30 seconds before it can use this effect again
  • Combinations
    • when a Posi and Nega use their normal melee attack directly into each other so the attacks collide it creates eight projectiles which fire identically to the original shard bomb mechanic (Bombies already do this; already in the original post)
    • a Posi or Nega can "supercharge" another, but only the same kind (Posi + Posi or Nega + Nega) to increase its passive ability; the gravitational effect on Nega increases to ~4 space radius, floating spikes on Posi pulsate between ~0.5 spaces around itself to ~2 spaces around it but is not consistently at one radius while supercharged; lasts 15 seconds or until the Posi/Nega who supercharged the other Posi/Nega with enhanced abilities is killed
    • if one Posi and one Nega have a knight sandwiched (on opposite sides of the knight) they can kill themselves to remove all status resistance on that knight for 60 seconds (not curable, you must wait for the duration to end to regain your status resistances)
    • a Posi can "attach" to the back a knight, reducing movement speed by ~20% for the knight, but is vulnerable to attacks; may only be knocked off by the knight who it is attached to with a bomb or if an ally hits the Posi off; while a Posi is attached to a knight the gravitational pull effect of Negas is increased to indefinite (meaning as long as a Nega is alive on that floor it will slowly pull you towards it; if there are multiple it will pull you to the closest Nega); while the Posi is attached to a knight it will not attack or do anything other than stick to your back
    • Lichens (the yellow ones) who have not already combined to a colony (before they can combine to either of the two stages where it becomes orange and has spikes) who are attacked by a Nega/Posi gain a reduced version of its passive ability; if a Posi attacks a Lichen the Lichen gains a weak version of the floating spikes which deals ~50% damage of what it would as part of a Posi, if a Nega attacks a Lichen it gains a weak version of the gravitational effect with a ~1.5 pulling radius but does not have the body spikes which would damage knights upon contact

Magnets are fun. Too fun. The government is going to take away our magnets for being suspiciously fun.

Imagen de Mzculet
Mzculet
+1

I approve this suggestion c:

Imagen de Verodius
Verodius
@Luguiru:

a) The armour loss is meant to be a stat change, not a downgrade. The idea is that he starts off as a slow heavy-hitter like a Trojan, but as he loses his armour he becomes more of a glass cannon (he takes full damage & won't have much health by this point, but he can now do his Trojan-grade attacks nearly twice as fast and with better tracking.)

b) I'm not sure what the "strength" of the Pylon effects would be but I'm imagining they'd be on par with the Attack buffs done by Alpha Wolvers & Trojans.