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New Boss: Grimalking

19 replies [Last post]
Sat, 11/05/2011 - 08:02
#1051
Erickarrow's picture
Erickarrow
I LIKE IT!

that would be COOL!

Sat, 11/05/2011 - 08:22
#1052
Juances's picture
Juances
It looks rather simple even

It looks rather simple even for a T1 boss, kats bites are easy to dodge. On a 2 player party one could try to get all the attention, and the other focus on candles. Some turrets or T2 kats (because those shoot bullets) should be added to the fight.

Sat, 11/05/2011 - 08:30
#1053
Eeyup's picture
Eeyup
New idea

How about when you menage to turn on all the candles the Grimalking gets stunned so you can hit it? After an amount of time or damage all candles turn off and it becomes invulnerable again, so you'll have to repeat the process. It would make it harder and not look like a normal Grimalkin.

Sat, 11/05/2011 - 10:15
#1054
Dragaroth's picture
Dragaroth
ok...

I like Eeyup, that would probably make the fight more suited for an actual boss... and Juances, think I should vamp up the cats spawning and add some Howlitzers?

Sat, 11/05/2011 - 13:15
#1055
Ghret's picture
Ghret
I think that there should be

I think that there should be cats spawned whenever a new candle is lit up. And make it so that the candles are the blue (eternal) ones, and they only go out once the Grimalkin Recovers. Also, Howlitzer>Gun Puppy. Howlitzers fit the atmosphere better + they have Skull Missile in order to truly mess people up.

Sat, 11/05/2011 - 21:35
#1056
Dragaroth's picture
Dragaroth
thanks ghret

I also need some ideas on the levels that should go with this guy. If anyone has even rough ideas, please, post them.

Sat, 11/05/2011 - 22:11
#1057
Cheesemandrewt
Holy crap, that's an awesome

Holy crap, that's an awesome flawless boss! Wow your really creative dude! So far, we have a beast boss (Snarbolax), Construct Boss (Twins), Jelly Boss (Jelly King), Undead Boss (Vanaduke). All we need now is a gremlin king. Dang I hope the programmmers read your post.

Sat, 11/05/2011 - 22:37
#1058
Kentard's picture
Kentard
I do, actually.

Stratum Level 1: Darkest Keep - Perilous Penumbra
Think of it as something very similar to the Candlestick Keep levels, only with a lot more Kats, and the Grimalking following you, of course.
Stratum Level 2: Darkest Keep - Lachrymose Labyrinth
This level is where the labyrinth comes in.
Stratum Level 3: Darkest Keep - Grimalking's Grotto
Boss level.

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Also, suggestion to the Token Rewards:

Grim Blade: Deals pure shadow damage. Fast sword with 4 hit-combo. The charge attack creates a Grimalkin that bites down onto all enemies in front of the wielder.

Reaper: A slow, 2-shot crossbow-like weapon that deals Shadow damage. Normal hits fire a dark bolt at high velocity. Charge attacks fire a Kat that disappears in a ghostly explosion after a medium distance, sending smaller Kats flying in all directions. Enemies hit just as the Kat projectile explodes receive maximum damage.

Sun, 11/06/2011 - 05:02
#1059
Dragaroth's picture
Dragaroth
thanks guys

I really don't worry about sounding like a nerd here, but Cheese, your comment made me light up. Every little bit of reassurance that I'm doing well is awesome, and Kentard, I've checked the Snarby drops, and I would probably add the gun, if some others supported you on it. I only worry because this still IS a tier 1 boss, and that means over or under powering something would really screw up the next tier, also, anyone think anything of the current rewards as well?
Summary: approve of the current token rewards? approve of Kentard's possible token rewards?

Sun, 11/06/2011 - 09:48
#1060
Kentard's picture
Kentard
Actually, one question.

What sort of attacks does the Grimalking actually have?
This can make the difference between being too easy as a boss, or too OP for Tier 1.

Sun, 11/06/2011 - 14:09
#1061
Frostythepyro's picture
Frostythepyro
technichly lord vanduke is a

technichly lord vanduke is a fire boss, not an undead boss, so this works well as an undead boss.

Also I suport this idea.

As for kentards sugestions, I suport the grim blade, a fast shadow sword would differentiate it suffecently from the faust and nightblade lines, also i like fast swords.

for the reaper, less enthusistic, seams to close too the shadowtech alchamer line to me.

Sun, 11/06/2011 - 14:40
#1062
Dragaroth's picture
Dragaroth
Kentard

I'll update it with attacks now, and hopefully get some feedback on it. ALSO, since you got at least one person supporting for the Grim Blade attacks, might as well add it. I still am a little worried for the charge attack though.

Sun, 11/06/2011 - 15:46
#1063
Madadder's picture
Madadder
the only issue i have is with

the only issue i have is with the name Grimalking because Grimalkins are evil looking female cats http://en.wikipedia.org/wiki/Grimalkin

how about SpooKing

Sun, 11/06/2011 - 22:54
#1064
Kentard's picture
Kentard
Oh, and um...

My other suggestion to ramp up the difficulty (somewhat). In areas where there are no candles, you could have the whole area pretty much pitch black (very very low visibility, lower than the Candlestick Keeps) save for a faint glow around the candles and the fire orb things.
This would make it a priority to get the candle lit up, and it would force players to stick together instead of wandering off ahead.

Mon, 11/07/2011 - 00:20
#1065
Spyash's picture
Spyash
candles

well this is very simple if its eternal the light stays for ever u can use as much time as u want so maybe a no eternal candle but lasts long enough that it would be done on time plus this is a copy of snarblox and jk but i would not mind it

Tue, 11/08/2011 - 04:23
#1066
Dragaroth's picture
Dragaroth
well...

I really dont drop the name because its a fun little play on words... or something... but I would consider non-permanent candles... and more darkness.
I really like the idea of the area making sure people don't run off, but then you run the thin line of making the boss unnappealing to players. If I was sure of a way to cement it within the range of threatening and fun. and maybe I'd put a timer on the candles during the boss... but I would need a base estimate for how long it would take to get how many candles up, including flame res time.

Tue, 11/08/2011 - 14:08
#1067
Frostythepyro's picture
Frostythepyro
"My other suggestion to ramp

"My other suggestion to ramp up the difficulty (somewhat). In areas where there are no candles, you could have the whole area pretty much pitch black (very very low visibility, lower than the Candlestick Keeps) save for a faint glow around the candles and the fire orb things.
This would make it a priority to get the candle lit up, and it would force players to stick together instead of wandering off ahead."

remember this is a T1 boss, comprable with snarby and the gloming woods, people will be doing this in protogear as often as not. I remember going from my protosword to a barb and going "wow that makes this alot faster"

simmilar consideratin on candle timer, though you also have to consider the difference between soloing and with a party (diference between 1 and 4 ember throwers).

Maybe give the grimaling an attack that can put out a candle, though obviously it wont be used often

Fri, 11/25/2011 - 10:49
#1068
Dragaroth's picture
Dragaroth
good idea...

I never considered the whole "running it solo" aspect. and the reset candles attack is a good idea. Although I still would like to make this boss a little harder than it's current state, any suggestions? because I got nothing.
_______________________________________________________
"RISE from your grave"
I'll res this thread once, just to see if anyone will give any other insight on it, in light of how this forum works, even just giving it a +1 support to keep the thread up would be mighty kind.

Wed, 03/28/2012 - 04:39
#1069
Akshaj
+1

i like the idea mate

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