Open Minnakht opened 7 years ago
Thanks for the post! A few questions: does the boss's armor reduction continue past phase one? This feels a bit one-dimensional - there is nothing to hamper the execution of a plan. I would say some spicing is necessary. I am unsure what would be a good addition, however.
Edited in an ability. Everything introduced in earlier phases is assumed to hold until something states it changes.
$BOSS
Arena
Arena contains ~30 $minions. They're spaced well apart and distributed uniformly throughout the arena.
Boss
$BOSS is a big monster in the middle of the arena.
Phase 1 (100%-70% HP)
$minions have passive $veryhigh damage reduction during this phase and do not move or attack. $BOSS applies a stacking, dispellable armor debuff on every attack. It has $moderate effect and $long duration. (stand-in numbers: -5 armor per hit, 20 seconds.)
Whenever a $minion dies within $some radius of $BOSS, $BOSS gains a stack of $buff1. $buff1 is undispellable. $BOSS uses the following ability from this phase onwards: $ability1: $BOSS sends a projectile which deals $high magic damage per stack of $buff1 to the targeted hero. This consumes all stacks of $buff1.
Phase 2 (70%-40% HP)
$BOSS causes $minions to start moving and attacking. $minions are ranged and their attack damage is significant. They lose the damage reduction passive.
Phase 3 (40%-0% HP)
$BOSS causes new $minions to spawn every $some seconds.
Strategy
Completely ignoring $minions and having all of them start attacking the team at the start of phase 2 is not recommended, as their damage should be more than enough to kill most heroes at an appropriate level for $BOSS or even a bit higher. The other extreme of killing all $minions before attacking the boss is safe and boring, taking much time. The strategic test here is evaluation of the players' judgment of how many $minions can they take on at the start of phase 2.
Further active abilities can be added to $BOSS to spice the fight up if necessary.