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Boss Health bars

18 replies [Last post]
Fri, 03/01/2013 - 20:20
Xsilent-Assassinx

Hello fellow spiral Knights player.Ive noticed that the game needs improvements like a boss health bar or something
well anyways feel free to post you're suggestions or anyways thanks =D

Fri, 03/01/2013 - 20:55
#1
Severage's picture
Severage

That was nice and short. I could've just read the title.

Boss Health Bars aren't really necessary except maybe for a fight like Snarbolax. In Vanaduke, it's obvious where he's at due to his different phases changing every few thousand damage. In RJP, he starts using his Tantrum ability as well as his crown cracking at low health.

Snarbolax is the only one who doesn't have an obvious HP change, but I'd say he's easy enough being T1 to be handled without needing one...

I mean...normal enemies don't have HP bars.

~Sev

Fri, 03/01/2013 - 22:01
#2
Dukeplatypus's picture
Dukeplatypus
Snarby does have a few HP

Snarby does have a few HP tells, like how you can't damage more than a third of his health at a time.

Fri, 03/01/2013 - 22:25
#3
Zangrious's picture
Zangrious
+1

I've actually thought that this was a nice little idea for the bosses, primarily being Vanaduke, due to the fact that he has no form of visual tell that he is taking damage until he changes to the next phase. While this is easy to follow, once the final phase starts up, it can become chaotic and hard to tell whether or not Vana is close to death. If a form of health bar was present, it would it less of a waste to revive using energy, should Vana end up killing the entire party before they can defeat him.

For the Tier two bosses, it's relatively simple to tell when they're weakened, the crown breaking with the Royal Jelly, and the sustained visible damage that appears on the twins. Snarby can be killed relatively quickly in most means, but like with Vana, unless you know that his shadowy cloak comes up after a third of his health is gone, then it can be difficult to tell if you're close to defeating him.

It just seems like a little extra reassurance for when you're taking on the bosses, just so you know where you stand.

Fri, 03/01/2013 - 23:08
#4
Severage's picture
Severage

Then again I haven't seen a group wipe on Vanaduke since...

...

...

A long time ago.

~Sev

Fri, 03/01/2013 - 23:38
#5
Qwez's picture
Qwez
Well...

@Sev
A long time ago, you were probably more inexperienced possibly running with less experienced friends/PUG.

As much as I would love to have a health bar because that's iconic of a Boss Fight, to know the hp of the boss because it is difficult. There are visual indicators when the boss is losing a certain amount of hp. Also, Nick has previously stated something about having less raw numbers/data easily available and more about players discovering things through exciting experiments that some people do.

Sat, 03/02/2013 - 13:44
#6
Blaknt's picture
Blaknt
+1 as well

this is something that would simply be a plus to the game it doesnt hurt the game play in any way, its just another visual representation like the map icons that they added, we all knew (well most of us) where everything was located but hey it doesnt hurt to have it

Sat, 03/02/2013 - 17:12
#7
Severage's picture
Severage
@Qwez:

That's true, but even before Snarbolax came out when I was doing my first Vanaduke runs, people already had the Shivermist + Blitz technique down. I ran Vanaduke like 20 times before I ever had to actually fight him.

Anyway I think OOO likes players not projecting whether they want to spend mist to ressurect or not...probably sinks more of it.

~Sev

Sun, 03/03/2013 - 08:25
#8
Zangrious's picture
Zangrious
@Sev

Makes it seem more like OOO wants people to waste their energy on runs, rather than using it for crafting and other more important things. A health bar for the bosses just seems like a more efficient thing to provide.

And if experimentation is necessary to beat the bosses, I'd at least ask for a more noticeable and visual tell for Vana, other than his shifting phases.

Sun, 03/03/2013 - 09:25
#9
Skyguarder's picture
Skyguarder
Proceeding the explosion...

Then you can plan attacks and coordinate your future attacks. Sorry, I disagree to this idea.

-1

Sun, 03/03/2013 - 16:16
#10
Shamanalah's picture
Shamanalah
my 2 cents

Then you can plan attacks and coordinate your future attacks

Like it's not already the case... We already coordinate our future attacks, hp bar or no hp bar, what's the difference?

And OOO could've added a HP bar to the Impostocube in the Winterfest missions, so we could've seen when he's about to die

+1

We can see our dmg but we have to guess where the boss's at... After 1,000 Vanaduke, okay I know when he's about to die but for Shadow Lairs and unusual boss. *cough* *cough* Margrel *cough* *cough*

Sun, 03/03/2013 - 17:08
#11
Skold-The-Drac's picture
Skold-The-Drac
Boss Health, my 2 cents

Has anyone working the wiki ever figured out how much total HP each boss has? I mean, given the items on hand (i.e. damage numbers, blitz needle's extremely predictable charge, youtube videos with damage numbers, etc.) one should be able to figure out a boss's total HP given the time.

I mean, it's not an HP bar, but if total HP were available on the wiki (not including possible healing factors) then the bosses would be a bit more predictable on a whole for the newer players assuming they know the basics of any given game. (note: any widespreadq game in creation has a wiki, it's a basic rule of the internet.)

S'not like we (players in general) don't have the means to find out.

Mon, 03/04/2013 - 10:58
#12
Heavy-Dragon's picture
Heavy-Dragon
I think its more immersive without the HP bar.

I'll say from personal experience, the first time I fought Snarbolax after all of the lore hype and mid-level 'jump scares' that I was sufficiently panicked when I couldn't see how much damage I was -actually- doing to him. All I knew was that the bell made my attacks sound like they had hit. That was enough.

I think that the bar of "oh he can only take more hit worth of damage" detracts from the feel of "I AM THE BOSS OF THIS STAGE" and the supposed near-immortality that (should) go with that.

Spiral knights may be a little cartoonish to handle that as well as, lets say, some certain horror games may handle it, but aesthetics are aesthetics nonetheless, and the little guessing game of (how close am I to actually BEATING this thing?! ) Is a nice touch. Don't mess with that.

Mon, 03/04/2013 - 12:05
#13
Skold-The-Drac's picture
Skold-The-Drac
Which is why i asked about the wiki

While the wiki can give the total health, in the mind of the gamer, that's just a frame of reference. Putting the health on the wiki wouldn' harm the immersive elements in place with the bosses.

Mon, 03/04/2013 - 12:27
#14
Heavy-Dragon's picture
Heavy-Dragon
Oh. @Skold

I was replying to OP. I wouldnt mind a boss breakdown on the wiki,myself.

Thu, 03/07/2013 - 23:11
#15
Xsilent-Assassinx
So is it agreed?

Read the subject

Thu, 03/07/2013 - 23:14
#16
Hyiaku's picture
Hyiaku
My feed on this

I like it. If it were used on vanna and higher like shadow lair bosses yes. +1 for me

Fri, 03/08/2013 - 05:36
#17
Zeddy's picture
Zeddy
@Skold-The-Drac

I tried analyzing a Vanaduke proto armour solo video and the damage numbers were simply too tightly clusterd to get an accurate reading. Overall, each phase should have no more than 17k health and each mask phase should have no more than 7k health. Those numbers could be as low as 15k and 5k.

Fri, 03/08/2013 - 06:13
#18
Captainshockwave's picture
Captainshockwave
1+

I agree, boss health bars should be an option like setting your AA off, it would be pretty helpful.

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