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Scared Squid Boss! #205

Open Patrickthehuman opened 7 years ago

Patrickthehuman commented 7 years ago

Squiggles the Squid

Arena

Arena must be medium to large as a main feature of this boss is its "Scared" nature where it runs from the players attempting to kill it. It has no interactive element or terrain features required but a squid doesn't live on dry land! So maybe it could have a little pond.

Description

Squiggles is a squid, here is a squid. 🦑

First Phase 100% - 75%

Squiggles runs away from the player quickly then stops to catch his breath and then runs again after the delay. In this stage and all other stage Squiggles swipes in an aoe behind it to attack the player on timer.

Second Phase 75% - 50%

Squiggles continues this same pattern of running from the player and swiping, but each time the player catches up to it (each time the combatants Deal X amount of damage while it is catching its breath and stationary) it leaves an ink aoe which on cast applies to all fighters then later only in the aoe around where it was standing.

Third Phase 50% - 0%

Squiggles changes colour. Player vision is reduced and Squid vision increased. It gains a ranged attack where it shoots ink at the players without the remaining aoe. (I imagine this as somewhat similar to Ogre Magi's Ignite (with multicast skilled) where the Ink is targeted on an enemy and tracks it and applies ink to unit and to units in an aoe around it)

Key Features

These are features that I believe are vital to the boss concept and should not be removed

VoidsKeeper commented 7 years ago

First of all - thank you for your suggestion :)

I like the initial mechanic of this: Smoke screens and hard to catch , hence prolonging the boss_battle for a chance for the enemy to strike.

But I have some questions:

1)Would the boss move around a lot (aside from the AoE/trigger)? If yes , then how fast (slow/medium/fast)?

2)For which ~ tier do you think this boss fits? Or rather , how tanky should this boss be?

3)You said this boss has no auto-attack. But then what does this boss do for the 100%-->50% HP part? Just stand in place and take the hits?

4)At 10%: if you want to limit vision "to a minimum" , then what do you see as a "minimum"? (I know it's for the balance/coding teams to decide , but I'm curious of your opinion)
Also , does the boss still keep running away? Cause if the players vision is too small and they walk in a group , then the boss might get a bit too frustrating and time-consuming.

5)Have you thought of a boss_item for this boss yet? It's not a "must have" in a [boss mechanic suggestion] , but it could help us save some time (or create something better , out of inspiration)

Overall: I think the base mechanic is a good thing (as I said in the beginning), but , as you may know, one of our requirements is for the mechanics to be obvious (so that the players quickly figure out how to beat the boss_fight) and interesting at the same time. In my opinion you made it interesting , but it might get .

EDIT: By saying " the more complicated the more near the end of the boss_fight" , I was referring to some players not understanding "why the "squid" is running away"(aka , if they don't get that there's too many players around the boss). But you must be dumb to not understand this mechanic , so I think I was overthinking stuff ;P My bad

Patrickthehuman commented 7 years ago

Thanks for the advice @VoidsKeeper . Here is my attempt to answer all your questions

1-

Would the boss move around a lot (aside from the AoE/trigger)? If yes , then how fast (slow/medium/fast)?

In my head I imagined this boss as something you have to chase down and runs away from heroes at a fast pace but runs out of breath after running for a time, allowing heroes to catch up with him and deal damage.

2 -

For which ~ tier do you think this boss fits? Or rather , how tanky should this boss be?

This boss is weak in concept and would require massive buffs to the HP of the boss as well as the damage and size of his aoe effect to make him a viable late game boss. I suggest it as an early boss, probably tier 1 perhaps tier 2.

3 -

You said this boss has no auto-attack. But then what does this boss do for the 100%-->50% HP part? Just stand in place and take the hits?

For some reason I added that as an edit after the initial creation of the boss. It doesn't really make sense without proposing another method of directly attacking the player that fits with the boss being "scared". However an auto attack doesn't seem right. An ability, perhaps a swipe behind the boss, would be more in sync with the boss concept.

4 -

At 10%: if you want to limit vision "to a minimum" , then what do you see as a "minimum"? (I know it's for the balance/coding teams to decide , but I'm curious of your opinion) Also , does the boss still keep running away? Cause if the players vision is too small and they walk in a group , then the boss might get a bit too frustrating and time-consuming.

Sorry for the vague wording there. The vision radius needs to be small so my thought was anywhere between 300 and 600 aoe depending on the size of the arena. 300 is very small so would probably be inappropriate in most cases so I was thinking 450 for a standard sized arena.

5 -

Have you thought of a boss_item for this boss yet? It's not a "must have" in a [boss mechanic suggestion] , but it could help us save some time (or create something better , out of inspiration)

Maybe a Squid Ball 🦑 which can be combined with different items to make it suitable for different roles: Squid staff, Squid sword, Squid pants. Squid staff - Boss' aoe effect can be cast on ground . (support/caster) Squid sword - Weak miss chance in an aoe around the user (perhaps it is a radiance upgrade). (carry/ tank) Squid pants - Aoe effect triggers in similar fashion to that of the boss. (tank)

Now that i'm looking at this. I probs should have just edited the original ey.

Haganeko commented 7 years ago

Any updates on this one? I remember our talk about it! Please update the post with corrections and reformat it according to #37 for clarity.