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Anyone else thinks that old bosses should get a revamp?


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Klei has been styling on us with some modern bosses they've made. Like Toadstool, Fuelweaver or Shadow Chess pieces that are far more interesting than many other bosses we've recieved, of course we shouldnt forget DST: The Forge that added enemies and bosses that require a very fundemental skill: Teamwork

Since the Toadstool is meant to be fought cooperatively, it has some unique mechanics that go beyond "Kiting" it. and thats something I think should be done more. Sure, I don't doubt future bosses that DST will be something like the ones from The Forge or A New Reign (In other words: fit for a multiplayer game), but I think old bosses should get a little retouch, because they've fallen behind overtime.

Because DST has "Together" in the name, I think some bosses should be improved to require and encourage teamwork in order to win. Some examples can be: 

Pine Treeguardian: They will now regenerate HP and have longer attack range so you can't kite them, unless they're burning, but they burn for less time and are more difficult to light on fire (Will need multiple torch hits or needs to be lured into something on the ground that is burning). This will do that someone in the team needs to make sure the guardian is constantly burning with say, a Firestaff or luring it into some burning items.

This will add a new element of management because you want to make sure you wont burn down the entire forest in the proccess, and requires someone else to have aggro as someone prepared a little fire pile.

Deerclops: Will summon icebergs (that stay) every time it attacks, if you stand near the iceberg it will quickly chill you down. As it continues to attack, it will become unbearable with how many icebergs there are where it becomes an icey maze, but they can be shattered each with a pickaxe. This will do that you and your team needs to manage the amount of ice there is, and make sure someone is kiting it and keeping it busy in the meantime

The point of the icebergs is that deerclops can do a telegraphed "antler charge" attack that will catch anyone unless you immediately run to the side, if there's icebergs in the way, they will be caught by it. Its a job to regulate the icebergs so no one gets hit by the antler charge attack, or freezes to death.

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I don't need to describe every boss, thats up to Klei, but usually the bosses that most people run into that we've all seen before could need some revising. See it like Terraria: Expert Mode with some new mechanics thrown in that isnt just stat-increases. 

The bosses in singleplayer DS could stay the way they are because you're on your own, its harder to make fair and balanced fighting gimmicks, but why not take the oppurtunity to revise a few bosses of DST so there's more aspects to them other than kiting them until they die. 

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People demanding harder base-game settings and mobs should "bathe" a bit in random pubs - the official Klei variety, default settings no mods: to see where exactly is the level of vast majority (~70-80%) of player-base, aka casual "normies" making bulk of said player-base. You know, the ones that get mushed by a small Treeguard like flies (think Wilson_N+1 tanking ent without any armor while compulsively hitting it with axe) or decimated by Catcoons. Teamwork is a good concept and should be indeed the premise of DST, yet after you've spent some time in mentioned pubs you see how far from truth is the "teamwork" idea: most people do their own stuff, at their own pace and in their own way - even if that way is deeply flawed - that's how people operate in general. And, this being very important, a big chunk of these casuals ignores advice of any type.

What you propose may hold water if harsher conditions occur after specific events or in time - the more player survives, year-span, the harsher environment gets.

Also don't forget: your mechanics-prized bosses like Toad or FW are RAID ones, not seasonal (Deer) or even common ones (Ents and Spider Queens), a big difference as raid bosses are meant to be much harder and teams-oriented.

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