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T2 Beast Boss: The Deity Duo

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Fri, 01/24/2014 - 06:34
Masterreeve's picture
Masterreeve

Introducing a new T2 boss, the Deity Duo: Fire Beast Vog & Divine Beast Skolver! This is the second in a set of 2 (possibly 3) new bosses, which was inspired by my other thread, which you can find here.

The Deity Duo Vog and Skolver are a pair of new beast bosses that will appear in T2. They will deal fire and ice status respectively, and knights will have to take them both on simultaneously. The battle would be similar to the Shadow Lair boss fight for Rabid Snarbolax, but the arena that these bosses will be fought in will be considerably larger; about the size of Vanaduke's throne room. There will also be brambles lining the walls, but these brambles will be unique to this stratum; the left side will have fire brambles while the right have ice brambles. If an ice bramble freezes it's target, the next hit will always break the ice and never refreeze. There will be 2 hunter's nets in the arena, both being equidistant from the wall and from each other. The Vog will spawn on the left side near the left bell, and the Skolver will spawn on the right side near the right bell; they will both burrow into the ground before the player gets a chance to hit the bell and stun them however. Even thought they spawn on their respective status sides when compared to the brambles, they can both roam to any section of the map. The AI will be modified so that both beasts will target the player that has most recently hit the beast bell whether it hits a target or not, until they burrow into the ground and reset their agro. This can be exploited by hitting one bell to lure both beasts into the other if down properly (if this was ever added to the game, this particular point will never be explicitly said in-game and players will have to discover it on their own). The two do not burrow under the ground as much as Snarbolax does, instead tend to more often use their bite or spikes attacks. They also have a new energy bolt move that they use sparingly. They both have independent health values; Vog has about 1/3 the max health of the Royal jelly, and Skolver has 1/2. Vog has more attack power than Skolver as a trade off for the reduced health.

A new game mechanic will be added for this stratum: the hunter's net. The hunter's net is a liftable object similar to a statue or a pot. With the net in hand, pressing the action button will cause the net to be immediately dropped under the player's feet. A circle will then display similar to the fuse of a bomb. The radius of the circle is 6 tiles wide and the fuse time will be equal to the Big Angry Bomb. When it activates, the net stretches across the fuse area. If either of the Duo walk over the net, they will become trapped inside and unable to move or perform any action. They will also become vulnerable to damage. After a certain amount of time has passed, or the Duo receives damage equal to 1/5 of it's max health the net will be broken. The amount of time required for the net to break varies, similar to the stun duration on Snarbolax. However, the net will last for a minimum of 3 seconds, unless the Duo take enough damage to break it. The Duo tend to on average break the net faster the lower health they have. Only one monster can be caught in a single net. The net will disappear from the ground if it is un-triggerd for 5 seconds. The net will re-spawn 10 seconds after it either disappears from the ground or is is broken by the trapped monster. Cubs can also be trapped by the net, but stay trapped for a fixed 7 seconds or when they receive damage equal to 1/3 of their max health (note that nets will be present in the status leader up to the boss similar to the beast bell in Gloaming Woods, but only cubs can be caught by the net). Placing a net underneath an already trapped monster will not re-trap them, and the net will simply stay on the ground. However, if the monster is standing above a net once it is freed, it will immediately be trapped once again.

Attacks
Burrowed Spikes: Identical to the Snarbolax, the beasts will dig underground chasing the knight and shooting spikes directly above it that deal pure pierce damage. This attack deals minor status damage respective to the user's type: Vog for fire and Skolver for ice.

Bite: Both Vog and Skolver are only able to do 3 consecutive bites before their attack combo ends, unlike Snarbolax who can bit continuously until he feels the player is filled with enough teeth marks. Bite deals split normal/pierce damage and does not deal any status. It deals more damage than any other attack, and is the move used by the Duo second most often.

Thrown Spike: Thrown spikes deal pure pierce damage and inflict minor status. This is the attack that is used most often by the Duo.

Energy Bolt: 3 orbs of energy are shot from the mouth, similar to the ember bolt from Gremlin Scorchers. These orbs are slow moving, but large and difficult to dodge at close range. They deal pure normal damage and can inflict strong status.

Call of the Wild: The Duo summons a Cub of their status, Vog Cub for Vog and Skolver Cub for Skolver. They each summon independently, so there is no guarantee that they will both summon at the same time. If the call is used again while there is still a cub alive, the previous cub will die.

~Vog Only Moves~
Fiery Cloud: A fiery mist of a 1-block radius surrounds Vog, setting any knight that wanders into it ablaze. The mist itself deals no damage, and only applies the status. The fire can be nullified with 8.5 points of fire resist. The mist is shut off while Vog is trapped inside the net.

Infernal Blaze: The Vog shoots out a 3 layered volley of flame walls in a cone shape that reaches 3 tiles. It causes knock back and deals a less than moderate amount of pure elemental damage that will burn the player. It also leaves a burning mist on the ground, similar to an Ash of Agni's mist that deal no damage but can burn knights walking over it. The mist last for 3 seconds before dissipating.

~Skolver Only Moves~
Icy Cloud: An icy mist of a 1-block radius surrounds Skolver, freezing any knight that wander into it. The mist itself deals no damage, and only applies the status. The ice can be nullified with 8.5 points of freeze resist. The mist is shut off while Skolver is trapped inside the net.

Frigid Blizzard: The Skolver shoots out a cone shaped wave of snow that reaches 3 tiles. It freezes all knights instantly and dealing a less than moderate amount of elemental damage. It also leaves an icy mist on the ground, similar to an Ice Cube's mist that deal no damage but can freeze knights walking over it. The mist last for 3 seconds before dissipating.

Obviously, they would have an entire stratum to themselves but this thread isn't really about the stratum, so much as the boss itself. All I can tell you is that it would be beast themed with lots of monsters that deal ice/fire. There would also be Vog/Skolver Cubs found sparingly in certain arenas. The Shadow Lair will have a small number of shock monsters in addition of the normal fire/ice theme.

Being a tier boss, the Deity Duo have a Shadow Lair form. Inside the SL, the Swarm have infected both Vog and Skolver, merging their souls to an extent and giving them both ice and fire powers. Both deal fire damage on the Thrown Spike attack, and both deal ice damage on the Burrowed Spike attack. Their Bite attacks gets an added slight chance for minor shock status. The Vog/Skolver only moves are only present in the SL fight, with Infernal Blaze and Frigid Blizzard replacing Energy Bolt. The Call of the Wild ability now summons Rupturous Cubs instead of their own respective cubs. There can only be a maximum of 2 Ruptuous Cubs on the field at any given time; if another is summoned, the cub with the lowest health dies (if both have equal health, the one that has been alive the longest will die). Whenever one of the boss beasts die, they are replaced by a single cub of their status that does not re-spawn when killed. This only applies to the first boss killed, as killing the second will instantly win the battle and destroy any lingering monsters. All the brambles surrounding the room are now changed to alternating shock/fire/ice brambles for each tile.

Lore: The fiery beast Vog that is notorious for raining down destruction across the land has not been cited for centuries, and many have believed that he has ceased to exist. His cubs have also been hunted to extinction. However, there have been sightings of stray Vog Cubs roaming the clockworks. Reports are sketchy and uncorroborated, as most of the witnesses have either failed to return alive or are too horribly mentally scarred to give cohesive information. Upon closer investigation, Spiral HQ has found the cubs' hunting grounds, although reports are not what was expected. Along with the Vog Cubs at the grounds, a new kind of ferocious beast was discovered; a wintery wolver that was clearly far superior to any Frostifur. Ancient text tell of a divine beast that was equal in strength and ferocity as the great Vog, named Skolver. This behemoth was thought to be Vog's natural counterpart and enemy, as they were often seen fighting amongst each other. It was thought that they were both destroyed in their most recent battle, but that appears to not be the case. In the texts, it was stated that Skolver also converted lesser beasts into his fold to spread his domain, and as these new beasts in the hunting grounds seem to fit the parts Spiral HQ has come to name them 'Skolver Cubs'. Whatever their origin may be, HQ has dubbed this area a danger zone and has commissioned its most trusted knights to go investigate the area and discern wether Vog, as well as this new threat Skolver, have indeed returned to this world.

Rewards
These bosses will drop Name Withheld tokens when defeated at the same rate as all other tier bosses.
When traded with Brinks in the Haven Bazaar, possible items include:

  • Spike Cannon~20 tokens- 3* gun
  • Vorpal Blade~15 tokens- 2* sword
  • Crinkling Crevasse~15 tokens- 2* shield
  • Dusker Cap~18 tokens- 3* helmet
  • Dusker Coat~18 tokens- 3* armor
  • Nirvana Dust~20 tokens- Crafting material for Guild Hall boss decorations

The Shadow Lair sets to be crafted from this boss with Empyrean Essence would be:
* Rupturous Cap
* Rupturous Coat

Fri, 01/24/2014 - 06:37
#1
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Ok folks, I finally got around to finishing my new beast boss thread. But it was kinda rushes as it was written at 5 AM, so if there are any mistakes please point them out so I can fix it.

Also like to ask any readers if the shock theme on the SL is a bit over the top, as I couldn't think of anything to make the SL fight unique compared to the arcade.

Well, i'll be touching it up probably tomorrow, along with the 3 other threads related to this. But for now...
Cheers~ <:D

Fri, 01/24/2014 - 07:03
#2
Playerman's picture
Playerman

Well a problem here is that you get Tier 3 Equipment from a Tier 2 Boss.

This kind of feels more fitting for a Danger Mission, rather than an actual Boss.

Fri, 01/24/2014 - 14:58
#3
Ding-Dong-Die's picture
Ding-Dong-Die
How come you can get 5*

How come you can get 5* things in a Tier where there should only be 2* and 3* things?

And there is already 2 tier 2 bosses so there should be another Tier 1 instead.

Fri, 01/24/2014 - 15:17
#4
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

All the rewards are 2~3* gear. Anywhere you see 4* or higher is a typo on my part, since I mostly copy/pasted the format from my T3 boss thread.

Fri, 01/24/2014 - 16:00
#5
Sandwich-Potato's picture
Sandwich-Potato

The thing is though that Vog Cub and Skolver armor are both 5* and thus tier 3, while these two enemies are tier 2.

Fri, 01/24/2014 - 16:14
#6
Leafblader's picture
Leafblader
moo

http://forums.spiralknights.com/en/node/9995#comment-55776
Vog is not a wolver.
http://wiki.spiralknights.com/Firestorm_Citadel
Read the lore. Vog is a fire god so he probably transformed vanaduke. It didn't take long which shows that he is really powerful. Vog cub armor just as powerful as skolver armor. Vog cubs are wolvers which vog gives a little bit of power and they are just as powerful as skolvers which is proof that if vog was a wolver he would be much more powerful than skolvers.

Fri, 01/24/2014 - 16:24
#7
Pipipipipi's picture
Pipipipipi
The 4th wall shall be shattered!!!

I do not think you reuse beastbells, instead something possibly like this

1. have you knock one into the opposite status effect brambles, this however, is a bad idea, don't add this

2. have you make one deal it's status effect to the other in order to attack it

There is a LoZ boss I am thinking of when I'm saying this, the boss shoots either fire or ice, and you can see what it's charging. The fire or ice leaves a flame/ice flame behind and you use the boomerang to hit him with the fire/ice fire, but only works depending on what flame you are using and what he is charging up. (EXAMPLE: if he is charging up a ice attack, you hit him with the fire) I'm thinking something like that. They should be able to melt/put out each others fire/ice, letting you hit them, but probally only with the mist attack.

Now what happens when one has died you may ask.

Well, if that happens, these are some ideas

1. you do the lame first idea on how you can hit them

2. a cub ignites/freezes them

3. the one you killed's dead body starts spawning throwable ice/fire orbs

whatever you prefere, or you can do your own idea, or you can not do my suggestion at all

P.S. if you tell me the LoZ boss name, you get a cookie

Fri, 01/24/2014 - 16:27
#8
Sandwich-Potato's picture
Sandwich-Potato

I'd like it if the Skolver and Vog Cubs were both Tier 3 grade monsters in Tier 2, and they fought each other as well, since fire and ice don't mix well usually. The knights would be forced to finish off the victor.

Fri, 01/24/2014 - 17:17
#9
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

@ Sandwich-Potato
The reason I put these two as T2 bosses is because we already have Vanaduke and my other Consious boss idea for T3 bosses. I didn't want everything to be end-game. And just because the armor is 5* doesnt mean that the bosses must be T3. Think Royal Jelly and Snarbolax for example.

I'm still working out the kinks in my idea on how to implement the 3 cubs, but they probably will be more powerful than other monsters in their tier. If push comes to shove, I might bump them up to mini boss strength just under Tortodrone, but then that would mean I can't throw them into random arenas anymore. I don't know about the cubs, but Vog and Skolver do have a bit of a rivalry going on. I'm trying to think of a way to incorporate this into the boss fight, just haven't come up with any good ideas yet.

@ Leafblader
I know Vog is not a wolver, I've read that comment a long time ago. Both Vog and Skolver are beast gods, and when they take corporeal form they just happen to look like wolvers. I was going to add that to the lore last night, but I was in a rush and forgot to do it. And just because he is a fire god deosn't mean that he was the one who gave Vanaduke his power. The is no proof that the two are even from the same world, as Cradle is a mixture of tens, maybe hundreds of worlds and just as many civilizations.

Neither Vog Cub nor Skolver armor gives any insight of lore to how powerful either being is. The reason for the name Vog Cub is that there was already a monster by that name in the game during preview, but there was nothing to base Skolver on so there was no need to make it a cub. And as I told Sandwich, the power of an armor does not directly corelate to the power of the monster it is based off of. If it was, then by your reasoning Vog Cub armor should give its user godly strength that not even the shadowfires of Almire can penetrate.

@ Pipipipi
The idea of making their fight uniqe from the Snarbolax fight is intriguing, I'll look into it. Although making the player use their breath attacks to hit the other monster would proove to be difficult since they move around too erratically and non-predictably. Also, the mist attacks are only present in the SL forms, so that would mean that would not work in the arcade.

Sat, 01/25/2014 - 06:12
#10
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Thread UPDATED!!!
- Added the Hunter's Net mechanic to replace the Beast Bell.

Unless Someone else has something to say about all this, I think I'm done with the Deity Duo. So I'll be moving on to my Gremlin idea next.

Until then
Cheers~ <:D

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