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Boss monster reworks


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Some of the bosses in DST have a lot of attacks, like the toadstool or the Dragonfly. But some have not a lot to work with. Take the Deerclops, for example. You have to fight him yearly, but he has only ONE attack. What I'm asking for Klei to do is make the bosses more exciting and unique. Add more attacks to them. If you had to ask me, I would say at least 3 attacks per boss (some of the bosses in the game already have this number)

This is only a minor request and I would not get angry or anything if no changes or additions were added to them.

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6 minutes ago, TheGoldenDonut_ said:

Take the Deerclops, for example. You have to fight him yearly, but he has only ONE attack.

Considering the fact, that Deerclops is the first boss players encounter in DST, he's not that bad designed. He has an easy to learn attack pattern but also attacks during the night during winter, and has an insane insanity aura which makes you summon other enemies while fighting Deerclops.

As much as I would love for that to happen to every boss, I think seasonal ones such as deerclops should be left alone—at the least their first year variants. When it comes to reworks the first thing I immediately have in mind is Ancient Guardian. Mechanic intensive fights are fun and there’s a world of possibility to make unique ones or explore already used ones that are seasoned with DST’s simple but fun combat.

If bosses get reworked, I'd like to see some scaling health based on the amount of players fighting them. It seem like there's either too many people, and the boss dies in the matter of seconds, or there's too few and the fight drags on longer then it should. It would also be nice not to have to rely on cheesy strategies for fighting raid bosses with one or two people.

24 minutes ago, Sinister_Fang said:

If bosses get reworked, I'd like to see some scaling health based on the amount of players fighting them. It seem like there's either too many people, and the boss dies in the matter of seconds, or there's too few and the fight drags on longer then it should. It would also be nice not to have to rely on cheesy strategies for fighting raid bosses with one or two people.

Thank You.. people seem to quickly forget that despite the game being called Don’t Starve Together, there still is an option to play entirely alone.

Borderlands, State of Decay 2 or The Division 2 Style content scaling based on how many players are in the game.. that’s what I would Like to see. 

To put that into a DS perspective- If only one or two players are fighting a boss it will have low health and few attacks.

if 20 players are in a server and 8 of them are fighting a boss it will have a whole heck of a lot more health & some new Team Based attacks that demand team work or die..

For example- What If when multiple players fought Malabatross it could swoop in and snatch one of them up, you’d then have to free the captured player before they’re dropped into the ocean.

OR what if Fuelweaver could pick someone up by their head and if not free’d from his grasp quickly will crush them into a ghost?

In Single Player- The bosses won’t have Coop based fighting attacks, but when there’s more than 2 people fighting.... yeah these should REALLY be a thing.

 

Its like State of Decay 2- Theres a fat zombie in that game Called the Juggernaut in Single Player all it will do is charge at the player and pick them up before slamming them back to the ground..

In Multiplayer though- the Juggernaut gains a new and horrifying ability, it can pick a player up and tear them into two separate halves for a one hit Instant Kill if another player doesn’t quickly free them from its clutches.

I had an idea in the past about spicing up the Ancient Guardian, and I even posted a thread about it here, the post is archived since there was no activity really, but you guys can read it here. I'd love to have the current bosses improved a bit, even if it meant just giving each one of them an additional attack to spice up their pattern; kinda like how the Winter's Feast Deerclops can shoot a laser from his eye.
 

 

1 minute ago, 1bubbainpa said:

Honestly, Ancient Guardian is the only boss that should be remade. He’s just a giant ping check and 99% of the player base cheeses him.

THIS.

This is yet another issue with AG, not only he's a bigger rook with buffed stats, but he can also be cheesed with little to no effort.

I think Deerclops is alright in the state that he is. At least in the first year, he's likely the first boss players will encounter. Whether your new or experienced, you're likely not going to have a lot of resources to devote to killing him. His simplistic design is perfect for fulfilling a challenging role early game.

I do think it would be cool if he became more challenging later on though. Imagine if you're on your second year. You're more experienced and are now prepared for the same boss that wrecked your marbles last year. Deerclops waltzes up and starts hitting you with new attacks. It would certainly make things more interesting. Imagine an ice breath attack that completely freezes you, or an icicle attack that causes the ground to rupture and therefore forces you to be on the move. Hell, why not make his laser attack from Winter's Feast a mainstay while you're at it.

1 hour ago, Naveil said:

I think Deerclops is alright in the state that he is. At least in the first year, he's likely the first boss players will encounter. Whether your new or experienced, you're likely not going to have a lot of resources to devote to killing him. His simplistic design is perfect for fulfilling a challenging role early game.

I do think it would be cool if he became more challenging later on though. Imagine if you're on your second year. You're more experienced and are now prepared for the same boss that wrecked your marbles last year. Deerclops waltzes up and starts hitting you with new attacks. It would certainly make things more interesting. Imagine an ice breath attack that completely freezes you, or an icicle attack that causes the ground to rupture and therefore forces you to be on the move. Hell, why not make his laser attack from Winter's Feast a mainstay while you're at 

Yes

18 hours ago, Sinister_Fang said:

If bosses get reworked, I'd like to see some scaling health based on the amount of players fighting them. It seem like there's either too many people, and the boss dies in the matter of seconds, or there's too few and the fight drags on longer then it should. It would also be nice not to have to rely on cheesy strategies for fighting raid bosses with one or two people.

I think that's a good idea.

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