Inspired by the Battle-Pods in deconstruction zones.
Edited for further clarity.
Appearance:
- About the size, or the size of 2 side-by-side alpha wolvers
- Albino color-pattern like this
- Chromalisk model depending on tier
- Dragon Wings in T3
Fight:
- Invulnerable while invisible
- While invisible, moves around and spits multiple hazard-tiles at once (T1=3, T2=4, T3=5)
- Each individual hazard-tile's effect is chosen randomly
- The status effect inflicted gets stronger the higher the tier, stopping either at moderate or strong at T3
- Curse is not encountered in T1, has below average chance to be generated at T2 and is generated as often as the other effects at T3
- The tongue attack reaches 5 tiles across and drags knights towards the 'lisk when hit
- Blocking the tongue causes moderate knockback
- Blocking the sides of the tongue also causes knockback
Further Attributes:
- 3/4 the health of a Battlepod.
- The vulnerability-phase is as long as a Battle Pod's, but the invulnerability-phase's duration is halved
- Invulnerability-phase is focused on laying out hazards
- Vulnerability-phase is focused on dragging knights into them
- Spawns with 3, 4 and 5 healers depending on the tier and attempts to spawn 1, 2 and 3 additional healers each time it switches phases, to a maximum of 4, 6 and 8 healers respectively
- Healers are most likely Silkwings, but rather this.
Concept:
- Knights are exposed to be dragged through multiple hazard-tiles and be inflicted various status-effects at once
- The fight has two phases with the intention to give the 'lisk time to build up a dangerous terrain
- The removal of the healers is key to victory and gives the knight a reason to navigate said terrain and making it less a waiting game
- The pull-and-push mechanic of the tongue opens up new strategies, e.g: when to block or bite the bullet to avoid hazard tiles, or when to use the pull to bridge the distance for an attack
Note:
While revising, I noticed that either the duration of the hazard-tiles has to be expanded, or the switches between phases has to be shortened. I'll leave that up to feedback, guys!
Optional:
- Could steal pickups like a Kleptolisk
- Could either rotate periodically between damage-type resistances while changing to the respective color or make it dependent on the amount of damage dealt with a weapon of the respective damage-type, as suggested by Defeat
- As suggested by Jessecho, there could be support-'lisks spawning at different points during the battle, but I feel it could be overkill by now
- Nonetheless there are some unused Chroma-eggs that could fit in some way or another
- At T3 it could drop prismatic dragon-wings with a low chance
The Basilisk:
More a joke suggestion at first but it could actually work?
I has the same model as the Prismalisk but chicken-wings at T3 instead and Chroma textures all the way through.
The fight is also the same but it only spits stun-hazard-tiles.
Also Basil could be riding it... or it could simply drop Basil-only receipts with a low chance.
The stun and curse hazard-tiles should be rather easy to implement i think, but the A.I., the tongue mechanics and the, for that very reason, optional damage-type-resistance rotation are probably more code-heavy.
Post your ideas, suggestions and criticism :)
Thank you for the feedback so far!
Edit: Put in a link to the new healer.
It'd be a lizard that I'd actually be threatened by, and it could be less boring than a Battlepod fight.