Base arena will do fine with no extra terrain elements
Description
Flopper is a fish, fishes kinda look like a fish. eg Lion's hex with fin kings charm immortal equipped.
First Phase 100% - 75%
flopper's primary mechanic is that he chases the player slowly and deals damage in an aoe each time he bounces.
Second Phase 75% - 50%
Flopper is slightly wounded and stops every now and again to rest. in between rests he has the same nature as the first phase. However, when resting he spouts water at enemies far away from him therefore allowing melee heroes to contribute more and endangering squishy ranged heroes who are forced to stand near his damaging flop attack. (edit) maybe spouting water is not simplest or most fun way of implementing this phase. In fact I think using kunkka's torrent would be a better skill to use as it would encourage similar behaviors to the previous idea whilst being more interesting for the player, having to dodge abilities rather than tank them, and probably is easier to implement too.
Third Phase 50% - 0%
flopper has been injured and now smells of fish guts. lying in the center he no longer moves or attacks but a cloud of stink now floats around the arena applying a stacking debuff which damages heroes in the cloud like huskars burning spears. similarly the damage debuff fades when not in the cloud. the cloud should slowly chase heroes like flopper's first phase. (edit) on second thought this feels like bad design. it completely discards the previous phases abilities for a smelly merry go round game. a better suggestion for the third phase might be to buff the aoe of the torrents mentioned in the previous phase. and allow these torrents to be cast even when the boss is moving.
dunno if the dev team are still taking boss ideas now that the siltbreaker bosses are being ported over. Nevertheless contributing these boss ideas is kinda fun and I hope they help the team!
Flopper the Fish
Arena
Base arena will do fine with no extra terrain elements
Description
Flopper is a fish, fishes kinda look like a fish. eg Lion's hex with fin kings charm immortal equipped.
First Phase 100% - 75%
flopper's primary mechanic is that he chases the player slowly and deals damage in an aoe each time he bounces.
Second Phase 75% - 50%
Flopper is slightly wounded and stops every now and again to rest. in between rests he has the same nature as the first phase. However, when resting he spouts water at enemies far away from him therefore allowing melee heroes to contribute more and endangering squishy ranged heroes who are forced to stand near his damaging flop attack. (edit) maybe spouting water is not simplest or most fun way of implementing this phase. In fact I think using kunkka's torrent would be a better skill to use as it would encourage similar behaviors to the previous idea whilst being more interesting for the player, having to dodge abilities rather than tank them, and probably is easier to implement too.
Third Phase 50% - 0%
flopper has been injured and now smells of fish guts. lying in the center he no longer moves or attacks but a cloud of stink now floats around the arena applying a stacking debuff which damages heroes in the cloud like huskars burning spears. similarly the damage debuff fades when not in the cloud. the cloud should slowly chase heroes like flopper's first phase. (edit) on second thought this feels like bad design. it completely discards the previous phases abilities for a smelly merry go round game. a better suggestion for the third phase might be to buff the aoe of the torrents mentioned in the previous phase. and allow these torrents to be cast even when the boss is moving.