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Boss suggestion 5 #285

Open Minnakht opened 7 years ago

Minnakht commented 7 years ago

$BOSS

Arena

$BOSS's arena has four $markings on the floor in the corners of the arena. Assuming the arena's entrance is on a wall and is not perfectly centered on the wall, markings are ordered like so: $marking1 is in the corner of the entrance wall and the side wall closer to the entrance (thus it is closest to the entrance) $marking2 is in the corner of the entrance wall and the side wall further from the entrance (second closest to the entrance assuming a squarish arena) $marking3 is in the corner of the far wall and the side wall closer to the entrance (opposite corner from $marking2) $marking4 is in the fourth corner. (opposite from $marking1, furthest from entrance.)

$markings[1-3] can include visual elements in their design to indicate they're numbered 1-3.

Boss

$BOSS is a big monster in the middle of the arena and attacks in melee. $BOSS has $moderate movement speed which is important as a balance factor.

Phase 1 (100-60% HP)

Upon hitting 90% HP, an $object spawns on $marking1. $BOSS will purge debuffs on itself, then try to walk to $object, and if successful, will consume the $object. This heals $BOSS for 5% of max HP and grants a $buff for 10 seconds which grants $some attack speed and 0.5% max HP regen per second.

$objects are attackable and have HP. They should be destroyed by heroes before $BOSS reaches them. $objects do not spawn again if consumed even if they cause $BOSS to heal past the %HP threshold. $markings disappear permanently once $objects spawn on them to indicate this.

Upon hitting 60% HP, an $object spawns on $marking2. $BOSS will purge debuffs on itself, become hasted to its normal movement speed (becoming immune to slows) for several seconds, then try to walk to $object. If successful, $BOSS will consume the $object. This heals $BOSS for 10% of max HP and grants a $buff for 15 seconds which grants $somemore attack speed and 1% max HP regen per second.

Phase 2 (60-30% HP)

Upon hitting 30% HP, an $object spawns on $marking3. $BOSS will purge debuffs on itself, become hasted to its normal movement speed (becoming immune to slows) and become spell immune for several seconds, then try to walk to $object. If successful, $BOSS will consume the $object, heal for 15% of max HP and gain a $buff for 20 seconds which grants $yetmore attack speed and 1% max HP regen per second.

Phase 3 (30-0% HP)

Upon hitting 0 HP, an $object spawns on $marking4. $BOSS becomes $ghostthing (becoming a different unit means the new unit has no buffs or debuffs) which is untargetable, invulnerable and will try to walk to $object, and if successful, will consume the $object. This resurrects $BOSS with 20% of max HP and a $buff lasting 25 seconds which grants $evenmore attack speed and 1% max HP regen per second.

The fight ends when the last $object is destroyed or the resurrected $BOSS dies.

As $marking4 is the only remaining $marking in this phase, heroes should really be prepared to position $BOSS far away from it in preparation.

Strategy

Killing $objects before $BOSS reaches them is optimal. Positioning $BOSS and heroes, especially nearing %HP thresholds, is very important. Experienced players can make use of the deterministic pattern/order of $object spawning.

Stand-in fluff

BOSS=Alchemist //(not Razzil, some demon that's a patron of alchemists, but his model can be used as a temporary one) marking=circle of glyphs object=cauldron buff=definitely not chemical rage, totally

Stand-in values

moderate=280 //(movement speed) some=50 //(attack speed) somemore=80 yetmore=110 evenmore=150

Haganeko commented 7 years ago

Thank you for the post. We have generally attempted to avoid hero themed bosses. You may wish to take heed of that. Outside of that, seems fine to me.