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Create bomb friendly bosses

10 replies [Last post]
Mon, 10/05/2015 - 15:06
Fehzor's picture
Fehzor

First, read this thread- http://forums.spiralknights.com/en/node/112218

I like the idea of bombs being able to at least damage certain bosses but I don't think bombers need to be up to par on every boss... just the best at taking on some bosses. So I've designed two boss fights that favors bombs far more heavily than swords or guns-

T3 Construct+Slime Boss: The Grey Goo

What it is:
About the size of the royal jelly but.. a giant glop drop!

When it is hit:
It shrinks a little bit, and parts fly off, creating smaller, silvery glop drops.

Silver glop drop:
-Same as a normal glop drop in terms of attack+move mode and stand still + vulnerable mode
-Instead of targetting knights, merges as if a giant lichen colony
-Any above a size of '2' can only be broken up, not killed
-Neutral to elemental/shadow/normal, resists piercing

How many glop drops are there? Roughly a thousand or so.

Other things spawned during this fight: Various construct

Another Example: possessed gremlin colony

What it is:
A large collection of gremlins that share a common sentience. Devilites made it happen :D

When you go to attack:
All of the gremlins share a single health bar, but have a ton of health!

How the gremlins function:
The gremlins target one knight, and all go after that one player until they are dead. The gremlins wait for one another, and then set up + launch a unified attack. If there are 5 mortafires, they all attack around that knight, while the 5 thwackers all get ready to do their spin attack, and the 5 menders open up healing circles around where the thwackers will stand. Basically, they'd have formations consisting of set actions that they'd attempt to go through with.

Why these examples work

Because bombs are good at hitting multiple targets at once! If there are 50 slimes all trying to form back and they get caught by big angry bomb, that's way more effective than trying to individually brandish charge them all in small clusters.. Or if you can get all of those gremlins into one small area and dark briar barrage them, you've effectively multiplied your damage by a ton!

Mon, 10/05/2015 - 20:01
#1
Cetren's picture
Cetren
Generally what comes to mind

Generally what comes to mind when you hear boss is big, scary, dangerous guy. By definition a boss is singular. They are not really made to use their extreme AOE damage to take down a single figure. That's why they are bombs. We have already been granted arsenal stations and extra weapon slots, leaving plenty of room to carry a bomb and use it effectively in the area you are in, while having a sword/gun for the boss. I really like The Greg Goo idea though. Sounds like something I would like to see. We need more Greg in spiral knights. Not including the swarm, how many gray enemy's and items do you see? Almost none. (Also, glacious would be way OP on The Gray Goo, just saying)

Mon, 10/05/2015 - 20:13
#2
Crazee-Pi-Forum's picture
Crazee-Pi-Forum
Remember, don't shoot food.

@Cetren We need more Greg in spiral knights.

But what about David? Or Bob? Or Micheal?

How come you say we need more Greg but not more of those other guys? Is Greg paying you?

Tue, 10/06/2015 - 06:46
#3
Umbra-Lunatis's picture
Umbra-Lunatis
Remember not to take bribes from greg

How many glop drops are there? Roughly a thousand or so

I beg of you.

Spare my graphics card.

(Gremlin hive sounds really cool. Maybe their eyes could all glow green or something to indicate their hivemind status? Or mind control helmets. For science)

However, instead of a gremlin hive, what about a Gremlin war mech that follows the same format? i.e. it has multiple bodily segments that gradually break off when damaged, uses Thwack Hammer and Wrench Wand-holding appendages, and summons gremlin and construct enemies as it takes damage? A Battlepod modified into a war mech would be a great Crimson Order boss tbh.

Here's a list of possible abilities:

Summon: Mech deploys Gremlin Knockers in Stage 1. Deploys standard Mecha Knights in Stage 2, and deploys the Giant mechaknights or Collector-themed robots in the game files in Stage 3. Either that or something akin to the cluster of insanity that was Herex's fight.

Slam: Uses all Thwack Hammer appendages at once to strike the ground in a manner similar to the Tortodrone, dealing AOE damage. The more appendages that have been broken off, the weaker the slam attack.

Swing: Mech spins around while swinging Thwack Hammer appendages. Could be done several times in succession, akin to the Royal Jelly. Could also follow Slam attack, but once or twice like a standard Gremlin Thwacker rather than a RJ tantrum.

Rockets: Like all heavy-duty gremlin war machines, the Mech launches rockets in a similar manner to the Roarmulus Twins.

Mend: When entering its next stage, the Mech places a giant Mender barrier around itself and uses the Summon attack as many times as deemed necessary. Knights can break the Mender shield, but will still be faced with a horde of monsters that make breakage difficult.

Thoughts? I sorta just made it up on the fly, but if it has multiple damage points it might be more suitable for a Bomber.

Also, it could be grey!

Tue, 10/06/2015 - 07:57
#4
Falminar's picture
Falminar
@Crazee-Pi

We need more Greg to remove space for Bob. Bob is annoying.

And Greg makes badges and achievements and rewards and stuff.

-----

GIVE ME THAT MECH BOSS RIGHT NOW.

+1337 to the mech boss Umbra gave, and -1 to the gremlins. Ever been in a fiery deconstruction zone? The start of one of those is basically that boss.

There was also one non-status deconstruction zone where the game glitched and absolutely every enemy in it had my aggro when I entered an area where they could hit me. Every gremlin in the entire level (except the ones behind gates) rushed at me immediately. That was also basically the gremlin hive mind boss.

Tue, 10/06/2015 - 08:42
#5
Umbra-Lunatis's picture
Umbra-Lunatis
ok greg is kinda cool tbh

This is somewhat unrelated, but "Devilites made it happen" is top notch as far as excuses go. I say this in a positive manner.
"Lag? Must be devilites messing with reality perception"
"Spilled milk? Table's possessed...by devilites"
"Missing tortodrones? ...Wait, that's actually devilites"

Tue, 10/06/2015 - 11:19
#6
Holy-Nightmare's picture
Holy-Nightmare
......

Most bosses aren't easy to handle with bombs. (Short of the Royal Jelly and SL Ice Queen).

To spare the graphics cards have it so that the Grey Goo boss can only have a certain amount of drops apart from itself at a time. That way you would have to focus on the 10 or 30 minis that it spawns. Respawning enemies like Scuttlebots and gremlin Knockers would fit in well with the bomber theme.

As for a horde battle I'm sure you could work on something with the Concrete Jungle levels and masses of undead. Your Zombie horde scenario, with a certain number of Zombies forced to be onscreen for the battle. The battle would revolve around a timer rather than killing off all the enemies and would respawn zombies if the timer wasn't up. Once it was up they would no longer respawn and once eliminated you could move on to the next room.

As a side note though the Voltedge and Glacius would really be the Go to sword in these situations since they have strong AOE and holding Status. You don't want to make battles favor one weapon over another but since we don't have bombs to deal real damage to Collector, Snarbolax (with timing too), Roarmulus (also with timing issues), Seerus, and Vanaduke. (I would include Herex since getting to him with bombs is a true pain but his fight favors bombers).

Tue, 10/06/2015 - 13:42
#7
Cyphereau's picture
Cyphereau

Wow. I hate it imo

Tue, 10/06/2015 - 13:55
#8
Umbra-Lunatis's picture
Umbra-Lunatis
A boss focused entirely on

A boss focused entirely on summoning would fit the Slime family pretty well. Just as long as the main glopdrop isn't actually composed of a thousand tiny ones, and just looks like it in its model. But yeah, summoning/contact boss sounds neat. If it's part construct, have some gears or whatever floating around inside of it too. Stray mechaknight pieces, even.

So every time you kill the smallest form of glop, the boss' health goes down by a bit, right?

Tue, 10/06/2015 - 16:03
#9
Fehzor's picture
Fehzor

To clarify, there wouldn't be 1000 glop drops on screen at any point in time. If you hit the boss once, it would split into 2 uneven parts and so on until there is at some point a small, single killable glop drop... and since they'd all be heading towards one another to reform they'd end up constrained by space and time; if there are two glop drops an inch away from each other, they could only exist that way for a rather small time and so there could not be more than say, 20-30 glop drops in the area at any one point. They'd also have to focus on knights if knights were closer than the nearest glop drop section, so as to actually deal damage but in the process could easily come close enough to merge.

Wed, 10/07/2015 - 06:24
#10
Umbra-Lunatis's picture
Umbra-Lunatis
Sounds pretty solid, but...

The only issue i can see that GG might run into is its health bar. If only the un-merged glops could die, and merged together again at roughly Lichen speed, you wouldn't really be able to do much net damage to it due to the re-grouping GG would constantly go through.
Sorta like attacking the Royal Jelly with a Troika and no maskeraith or poison vials.
/shudder

Other than that, though, it sounds pretty good.

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