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A few needed boss reworks. (Other suggestions will be helpful)


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Crab king: (This is more of a rework to the fight to make him fun) No sea stacks spawn around crab king. 20000 health. There are 2 imposing claws per player with 200 health each. Imposing claws swipe at the players now and can be kited. They do 50 damage and only one can attack each player at once. Crab king spawns them at every quarter of health. Crab king will not attack while his claws are up, but hitting him while claws are up will cause him to get a free heal. Freeze attack is only used against other mobs, dealing 500 damage each time. Long wind up animation to signify that crab king is about to heal. Takes 5 seconds to heal each shell, but 1000 health per shell. 1 hit to break shell. Geysers will take 10 seconds to go off. New attack where geysers surround crab king and you must move away from him. New attack where he spits ice at the players and they must dodge the projectiles. If the projectiles hit, the player takes 50 damage and after three consecutive shots the player is frozen.They move about as quickly as a clockwork rook. Each red gem gives crab king 1500 more health.  Each purple gem increases the speed at which geysers erupt by 1 second. Past 10 they will erupt instantly. Each blue gem increases the speed of the ice shots by 5%. Each yellow gem increases the damage of all attacks by 6% Orange gems increase the amount of healing per rock by 500 and the amount of hits to break the rocks by 1 every 1.5 gems. Green gems will increase the health of each imposing claw by 55 for the first gem, and minus 5 for each gem afterwards. So it would go 55 + 50 + 45 + 40 + 35 etc. Upon death crab king would drop crab meat which could be made into powerful dishes. He would also drop crabby armor which would give an 85% damage reduction and would heal itself 1% durability every second. It will have a 10% chance to drop from crab king, but a 100% chance to drop if the pearl was inserted. Crab king will also drop a blueprint for floating chests.

Bee Queen: 15000 health for 1 player and 2000 health per extra player nearby. Her grumble bees now surround her and the player or players making an arena. Getting too close to them causes them to sting you. During her screeching phase, the bees will chase you like normal. She does not spawn slowing honey anymore, but still keeps the animation.

Klaus: 10000 health total. The fire deer reheats thermal stone to max.

Toadstool: 40000 health. Trees take 1 axe swing to chop. Toadstool’s spore first flies in the air, then flies at the player and can be dodged. Remove misery toadstool and give drops to normal toadstool.

Fuelweaver: 16000 health. Fuelweaver will only trap players in bone cages for phase 1. Rework to phase 2. Fuelweaver stands at the portal and calls for his minions. The woven shadows will come out of the ground at the edges of the arena nice and far away from him. 15 will spawn evenly over the course of 20 seconds for 1 player. Each additional player will have an extra 5 woven shadows spawned. During this phase, fuelweaver is completely immobile until the phase is over. Fuelweaver only drains 50 sanity instead of 400. New phase where he spawns 3 random nightmare creatures to attack the player. Every additional player nearby will cause fuelweaver to spawn 1 more shadow creature. Fuelweaver will not attack while this is happening.

D-fly. Dragonfly’s health sits at 15000. larvae can be taken out with one hit of an ice staff and have 100 health. Dragonfly spawns 0.5 more larvae with each nearby player. If Dragonfly swipes at the player while moving, the player can move in the opposite direction to dodge the attack if they have at least 25% more speed. Enraged dragonfly destroys nearby structures and cannot be put to sleep. But enraged dragonfly is simply normal dragonfly with fire damage as well as normal damage. Enraged dragonfly can also summon fire walls in front of the player which forces them to move directions.

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Here's a few ideas I had:

Antlion: has a basic melee attack if players are in range with a long charge up animation. It will only use this every 5 times it summons spikes. Now has another phase at 50% and 25% health where it digs into the ground and emerges while moving towards the player, like the pugalisk. She is slower than the player but during as soon as she dives into the ground the last time before resuming her normal attacks she summons a new sandcastle circle. Because of this players have to stick close to her to avoid her healing.

Bee queen: Has a lower attack radius to make dodging possible. 

Moose/Goose: Can summon 2-3 moslings that attack the player at 75% and 25% health. 

Tree guard: Has a bigger attack radius to fit it's animation

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