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Tier 3 Fiend Boss

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Lun, 04/09/2012 - 13:39
Imagen de Sentinel-Zx
Sentinel-Zx

Yes, I know this is another topic about an idea for a new t3 boss for the fiend class, but I know as much as many people that SK needs a new t3 boss (not for expansion mission). Spiral Knights hasn't had a new boss in the clockworks (not including Seerus) since Roarmulus Twins came out.

New fiend boss: Kogranoir

Description:

He is a large brutal fiend. His color is a dark purple blue. He has large bulky arms with a big glowing yellow-colored line on them. There are two large horns on his head. His eyes glow yellow. Roughly the size of Vanaduke or slightly smaller.

Combat Phases:

Phase 1:

At the start of the battle Kogranoir summonds 3 devilites (regular). He has two attacks on the first phase.

Attack 1 - Swing Punch - A powerful right arm punch that has a wide front radius. After the charge his right arm swings from the right to the left once. This attack causes knock-back. Deals normal and shadow damage.

Attack 2 - Leap Crash - If a targeted knight is far from his range he will attemp to jump onto the knight (he can jump pretty far and high despite his small(ish) legs). This attack causes knock-back. Deals normal damage.

Phase 2:

At the start of this phase four small pillars will appear one at each of the four corners of the room. The pillars emit shadow energy that strengthen all fiends in the area. Kogranoir obsorbs the shadow energy from all the pillars and enters an armor phase. In his armor phase the horns on his head become bigger (start to look like the horns on the Dread Skelly Mask) and he grows spikes on his back. The color of the shadow armor is black(ish). The line on his arms change to orange (indicate second phase and can still be seen through the armor).

After the pillars appear all devilites (if any remain) disappear and 3 corrupted devilites will appear. The corrupted devilites have more HP and are the same size as the normal ones but, they apear darker with yellow lines on them. They also get a new attack which they throw a fast shadow ball that explodes upon impact (explosion causes knock-back).

The moment he begins phase 2 he won't attack and is impervious to attacks for a few seconds while he creates the shadow armor.

In his armor phase he will still take damage, but damage dealt to him is greatly reduced.

Attack 1 - Swing Punch - Remains the same

Attack 2 - Enhanced Leap Crash - This attack is enhanced. Once Kogranoir lands onto the ground, shadow energy will burst out from beneath him and damage any knight nearby. Deals normal and shadow damage. Outburst of shadow energy deals pure shadow damage.

Attack 3- Shadow Burst - Kogranoir gains a new attack in phase 2. He fires a large purple ball at a targeted knight. Once the ball comes in contact with anything (a knight or the wall) it explodes into eight smaller balls that shoot off. It's kind of like the alchemer gun and shard bomb combined. Deals pure shadow damage.

The only way to enter phase 3 is to destroy all pillars in the area then destroy Kogranoir's armor that is still on. Each pillar has a certain amount of HP. The number of HP varies depending on the number of players.

*Note* If any player attempts to keep damaging Kogranoir without destroying the pillars, he will reach the lowest health of phase 2 and become invincible until all pillars are destroyed.

Phase 3:

Once all the pillars are destroyed, Kogranoir's armor will disappear and all corrupted devilites (if any remain) disappear as well. Three greavers (regular) will appear.

This phase is similar to phase 1.

Attack 1 - Swing Punch

Attack 2 - Leap Crash - normal like phase 1

Attack 3 - Shadow Burst

Phase 4:

Like Phase 2 four pillars will appear and enhance all fiends. Kogranoir regains his shadow armor and all greavers disappear and corrupted greavers will appear. The orange line on both of Kogranoir's arms change to red.

The corrupted greavers are different from regular greavers. Like corrupted devilites, these greavers' shadow balls explode upon impact and involve the stun mist left after the attack.

Attack 1 - Swing Punch

Attack 2- Enhanced Leap Crash - like phase 2

Attack 3 - Shadow Burst

Attack 4 - Shadow Eruptor - This is Kogranoir's most disasterous attack. He first lifts both of his arms together into the air. After a charge he slams both his hands onto the ground (causes normal and shadow damage, stun, and knock-back if any knights are at/close to impact). After his hands hit the ground, a large shockwave will shoot out (has the radius of a nitronome). The instant the shockwave disappears, four large shadow geysers will erupt from the ground in random places. Shockwave and geysers deal pure shadow damage.

The shockwave pushes knights out a bit if shielding and more if not shielding. The ground will light up purple showing where the geyser will erupt.

To enter phase 5 all pillars must be destroyed and Kogranoir's armor must be destroyed.

Phase 5:

Kogranoir will lose his armor and all corrupted greavers will disappear. Two "Assault Trojans" will appear. Even though there are no pillars around these trojans are not corrupted. Assault trojans are enhanced versions of regular trojans. They serve as elite guards. Assault trojans appear as regular "Trojan Knightmares", but they emit a ghostly aura and wield a large mace. The also recover faster after attacking, making it harder to hit their back. Assault trojans move faster than normal trojans.

An assault trojan has the same attacks as a regular trojan has, but the sword slam (now a mace slam) becomes deadlier. After the trojan hits the ground, large shockwave will shoot out from where the attack landed. The mace slam impacts much harder causing further knock-back. The shockwave has a radius that of a 3 star bomb.

Kogranoir's attacks are the pretty much the same.

Attack 1 - Swing Punch

Attack 2 - Leap Crash - normal

Attack 3 - Shadow Burst

Attack 4 - Shadow Eruptor

Not going on to tokens and equipment. I can come up with the equipment, but OOO can probably come up with something for that because this might become an expansion mission or not.

Lun, 04/09/2012 - 13:40
#1
Imagen de Alpha-Stevo
Alpha-Stevo
The Roarmulus Twins came out

The Roarmulus Twins came out a few months after Snarbolax, so your statement about no new bosses since Snarby (excluding Seerus) is incorrect.

Lun, 04/09/2012 - 13:43
#2
Imagen de Sentinel-Zx
Sentinel-Zx
Oh yea I forgot

Oh yea I forgot about the Roarmulus Twins.

Mar, 04/10/2012 - 18:19
#3
Imagen de Luguiru
Luguiru
I like these boss concept threads

This is a little too similar to Vanaduke. I still have a few points for you regardless.

1- Pillars mimicking Shadow Lair Swarm Seeds
This one is self explanatory.

2- Vague appearance
All we know is large, yellow-lined arms and two horns. Either describe its physical appearance further or make a picture to advance this.

3- Fiends are known for their speed, not brute force
Devilites dodge like the little bastards they are and Greavers in T3 can fly around to your back before attacking within seconds. This boss is too similar to the blunt tactics of Vanaduke.

4- Trojans in another boss
Vanaduke already gets Slag Guards, keep Trojans out of other bosses. When I go on Vanaduke runs and freeze pin both guards someone always tries to screw it up. That has nothing to do with the subject, but for readers who know who I am; be aware.

5- The phases are too similar to Vanaduke
The first and third phases are similar to each other and involve no extra tactics, the second and fourth phases are similar to each other, the fifth stage has upgraded Trojans ("assault" is spelled this way). A five stage battle is fine, but keep it separate from existing content.

6- Only four Devilites/Greavers on stages they spawn (instead of four Slag Walkers in Vanaduke, again being too similar)
These enemies are annoying, but keep in mind the spawned enemies for the boss fight do not give drops other than hearts. They get away with spawning in Vanaduke because zombies are easy to outsmart/freeze pin. Greavers and Devilites have high mobility and speed, not to mention can be obnoxious at the least convenient times. Again, the four spawn at the same times Vanaduke would spawn Slags; keep the bosses separate.

7- The attacks

Swing Punch- This attack does not match how Fiends work.
Leap Crash- This attack basically allows the boss to jump on far knights at will. Imagine if Vanaduke could unfreeze at will and teleport on your head.
Shadow Burst- Unless it has a far smaller area of effect than Alchemers and the Crystal line, this is essentially floor-clearing.
Shadow Eruptor- Being too far makes the boss jump on you, being too close allows it to create an earthquake. Make up your mind. Unless the boss fight map has shock bunkers (stand behind them, negate the quake effects) this would effectively be floor-clearing; again. This attack is also more suiting for the neckless Vanaduke, slow and blunt attacks. Fiends are swift, agile, and able to jump behind you and kick you in the head.

Overall, too similar to Vanaduke.

EDIT: The amount of derp in threads tends to make me derp, I corrected "mimicing" to "mimicking".

Lun, 04/09/2012 - 23:05
#4
Imagen de Schattentag
Schattentag
A few quick notes...

1) Attacks having names in Spiral Knights is just weird. If you're simply trying to create some kind of easy reference for each attack, that's fine I guess, but it still seems a little weird. >_>

2) Pillars - seven hits with any weapon? So you could bring an Autogun and nearly take them down in one shot? Not sure if want. I think having them fit the standard HP/damage model seems more appropriate.

3) Like Luguiru said, an area-wide shockwave for Shadow Eruptor is ridiculous. If your shield was down from a previous attack, this one would be literally unavoidable (unless some kind of bunker is made, as Luguiru suggested).

4) A picture or a better description of your boss' appearance would be appreciated.

I agree that this boss (as you've described it so far) seems a little too similar to Vanaduke, and doesn't really fit the Fiend family of monsters thematically.

Final note: Luguiru, if you're going to point out spelling mistakes, you should at least spell things like "mimicking" correctly. :)

Mar, 04/10/2012 - 07:06
#5
Imagen de Sentinel-Zx
Sentinel-Zx
About my boss

Ok to start this out, I was thinking a little out of the box. Luguiru: Fiends are known for their speed, not brute force. Trojans aren't fast and they are strong. I would make a picture, but I don't want to create an account in photobucket or imageshack or w/e just for this.

The reason I made the boss big and brutal is because many people get annoyed by the fast moving yet small devilites and greavers. Plus most bosses are large and with my first reason is why he appears similar to Vanaduke with raw power. Not trying to copy another boss.

About the "assault trojans" (thanks for telling me I mispelled it Luguiru), they were the last of the fiends to be used (not using silkwings unless people want them to heal the boss a bit for more killing time or w/e). They are likely to be used as the last monsters anyway because they are the most deadly in raw power (no intension to copy the slag guards). Unless a new powerful fiend comes out, trojans will have to do.

There are three main fiends (aggressive fiends), devilites, greavers, and trojans. First, third, and fifth phase get their own while second, fourth, and fifth are upgraded versions of these fiends. As all bosses (except Snarbolax other than the Shadow Lair) has minions. I think devilites in phase 1, greavers in phase 3, and trojans in phase 5 would fit in just right unless everyone thinks it's too much or should not be. I should probably change the number to three if that seems more fair. A different fiend to fight is better than fighting just one kind most of the time to make it more fun.

Pillars - seven hits with any weapon? So you could bring an Autogun and nearly take them down in one shot? Not sure if want. I think having them fit the standard HP/damage model seems more appropriate. I did think about having HP for the pillars, but I didn't think of autoguns so yes I should edit that.
By the way I didn't get the pillar's effect to all fiends from Swarm Seeds. I actually made the pillar effect up myself.

Attacks having names in Spiral Knights is just weird. If you're simply trying to create some kind of easy reference for each attack, that's fine I guess. Yes I gave the attacks names just so people would at least know what I'm talking about. They don't really have names.

I agree the shockwave going out through the entire area is kind of too much. I will edit that.

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