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Reworking crab king


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A few ideas for reworking aspects of crab king

Part 1: Claws

- Count reduced to 2, they share 600 health.

- Crab king will reach into the water, spawning the 2 claws near your boat to attack it.

- One claw will cling to your boat (not preventing movement!), dealing 12,5 damage to your boat every 4 seconds (This claw has 80% dmg armor). The other will follow you and try to snap at you for 3x 30 damage per attack, but it takes full damage.

- Crab king cant heal when his claws are active.

- Green gems increase boat damage by 5 (?) every 2 levels, while player damage is increased by 5 (?) every 2 levels.

image.png.3be08642af71670a432cc4f9d7db219b.png

The idea behind this that if you dont deal with crab king's arms then your boat will take a lot of damage, but you could ignore it to deal with other threats like geisers and heal the boat later.

Part 2: Freezing

- Instead of freezing the player, Crab king spawns medium sized ice glaciers near your boat because titanic. You have to slow down to deal with these otherwise your boat will bump and take damage.

- Blue gems increase number of glaciers spawned by 1 and the max glacier count by 1 every 2 levels (Default is 2), freeze resistance leveling remains the same.

- Freezing attack also freezes your boat, causing any boat gear to be completely unusable for 5 seconds. (Time increased by 2 s every 2 levels.)

Part 3. Geisers

- Instead of being a spell, 3 geisers will now spawn periodically every 14 (?) seconds. One geiser will always start bubbling on the boat, two will bubble near the boat's water.

- Purple gems increase total geiser count by 2 every 2 levels. (One for the boat, one for the nearby water.)

image.png.dfcaa773bc1f78abd70b95868de773d2.png

These are more general ideas rather than complete fixes to the crab king fight, please inform me if things could use better balancing.

Also, my tainted view due to playing dst solo might've made stuff too easy for a multiplayer battle.

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Dude stop please. Crab king is fine. Maybe just some numbers or little QoL changes on the gems strat and is fine. Do not rework completely, the fight is great. And imo it's fun, challenging and interesting because it has a lot of different ways to kill it + it's one of those fights where you want everyone on the server participating.

I like the claw idea but that's for another boss mate. Leave cbking fight alone please. Last thing I want is to lose current boss fight.

For example, the fix they did for willow made a 180 turn for me, she is now back to business and I've been having a lot of fun with her. I feel like crabking could just receive some QoL and it's going to be the same.

Your title is "rework" btw which is a complete re-work of the whole fight, which is something I do not agree with.

5 hours ago, Swiyss said:

Klei could've made a special recipe with ck loot like bee queen jellybeans.

Maybe new boat recipe? Made of Crab King Shells?

A boat that eats manure and regenerate health and can be repaired by more manure ...

Or a foldable boat that costs magic Crab King shell powder for every fold ...

5 hours ago, Capybara007 said:

How are people still defending crab king still exactly

Well, Crab King was designed during the time when Klei wanted to create bosses solely for multiplayers. If you play with other players, CK fight is actually pretty fun as it requires cooperation. However when playing alone, CK fight is a hell. 
 

Honestly I don’t mind bosses like Bee Queen or Toadstool being solely for multiplayers, since they are optional bosses, but unfortunately CK is a main quest in the Celestial Champion line, so it would be nice if the fight is altered a bit to allow us who play alone handle it without cheesing. 

5 hours ago, readkey said:

Honestly I don’t mind bosses like Bee Queen or Toadstool being solely for multiplayers, since they are optional bosses, but unfortunately CK is a main quest in the Celestial Champion line, so it would be nice if the fight is altered a bit to allow us who play alone handle it without cheesing. 

i think this mindset also counts toward FW? he's the dark side final boss and is hellish solo, while CC is more managable when playing alone.

7 hours ago, Pedro cc said:

Crab king fans explaining the timing and cooldowns of using ice staffs hoping to convince themselves that crab king is Klei entertainment

ice staves aren't required for fighting him

6 hours ago, readkey said:

Well, Crab King was designed during the time when Klei wanted to create bosses solely for multiplayers

wrong, all bosses can be killed without cheese/damage multipliers/explosive stuff when playing solo

8 hours ago, Capybara007 said:

How are people still defending crab king still exactly

maybe read the messages with explanations about that in other threads

19 hours ago, marshyds said:

i think this mindset also counts toward FW? he's the dark side final boss and is hellish solo, while CC is more managable when playing alone.

Hmmm not really. I think FW is managable in solo. Even though it is difficult fight, it doesn’t spawn multiple minions to swarm you like BQ and CK do, and it doesn’t have ridiculous high health like Misery Toadstool that require 6 people to take down. 
 

CC feels easier because CC doesn’t have weird mechanics like FW. Fighting CC is more about the usual hit and dodge, while for FW you simply can’t hurt it if you are not well prepared in materials. However FW’s own attack pattern is actually very simple, so it is more about how good is your multitasking rather than your dodging skill. It is no doubt an intense fight but it is still very much doable in solo. 

9 hours ago, Well-met said:

problem with your ideas is its strictly designed for one person when klei clearly meant this boss to be a multiple person job

yeah that was my concern, maybe crab king could summon 1 extra hand per player? (Locks in on that specific player.)

On 4/28/2024 at 4:38 PM, marshyds said:

A few ideas for reworking aspects of crab king

Part 1: Claws

- Count reduced to 2, they share 600 health.

- Crab king will reach into the water, spawning the 2 claws near your boat to attack it.

- One claw will cling to your boat (not preventing movement!), dealing 12,5 damage to your boat every 4 seconds (This claw has 80% dmg armor). The other will follow you and try to snap at you for 3x 30 damage per attack, but it takes full damage.

- Crab king cant heal when his claws are active.

- Green gems increase boat damage by 5 (?) every 2 levels, while player damage is increased by 5 (?) every 2 levels.

image.png.3be08642af71670a432cc4f9d7db219b.png

The idea behind this that if you dont deal with crab king's arms then your boat will take a lot of damage, but you could ignore it to deal with other threats like geisers and heal the boat later.

Part 2: Freezing

- Instead of freezing the player, Crab king spawns medium sized ice glaciers near your boat because titanic. You have to slow down to deal with these otherwise your boat will bump and take damage.

- Blue gems increase number of glaciers spawned by 1 and the max glacier count by 1 every 2 levels (Default is 2), freeze resistance leveling remains the same.

- Freezing attack also freezes your boat, causing any boat gear to be completely unusable for 5 seconds. (Time increased by 2 s every 2 levels.)

Part 3. Geisers

- Instead of being a spell, 3 geisers will now spawn periodically every 14 (?) seconds. One geiser will always start bubbling on the boat, two will bubble near the boat's water.

- Purple gems increase total geiser count by 2 every 2 levels. (One for the boat, one for the nearby water.)

image.png.dfcaa773bc1f78abd70b95868de773d2.png

These are more general ideas rather than complete fixes to the crab king fight, please inform me if things could use better balancing.

Also, my tainted view due to playing dst solo might've made stuff too easy for a multiplayer battle.

I feel like this makes the ice staff method feel more manditory.

4 hours ago, readkey said:

Hmmm not really. I think FW is managable in solo. Even though it is difficult fight, it doesn’t spawn multiple minions to swarm you like BQ and CK do, and it doesn’t have ridiculous high health like Misery Toadstool that require 6 people to take down

you can kill all bosses when playing solo btw, you're supposed to figure out how to counter BQ's minions or play around them by luring them away from it and CK's claws aren't an issue with a damage multiplier, their hp just needs to get reduced

4 hours ago, readkey said:

while for FW you simply can’t hurt it if you are not well prepared in materials

it's literally just 0-2 green shrooms and a few cooked cactus

4 hours ago, readkey said:

it is more about how good is your multitasking

which? you deal with woven shadows 1st by luring it away from them, then start killing unseen hands

4 hours ago, readkey said:

the usual hit and dodge

it has never been usual, bosses were largely puzzles until people complained enough about not realising that they're puzzles and being unable to kill them by only using a weapon for klei to start making baby mode dark souls bosses

3 hours ago, Jakepeng99 said:

feel like this makes the ice staff method feel more manditory.

What part of those exactly?

If for the claws, i have an idea for how freezing could work.

1. Freezing the claw nibbling on your boat stops damage over time, but your boat will be unable to move (since the claw cant move and is attached to it).

2. Freezing the aggressive arm stops it from attacking you, but the boat arm continues to deal damage to the boat.

3. If both are frozen, the boat will simply be unable to move.

I feel like the ice glacier attack wouldnt be so bad, maybe the navigation could be annoying though.

The geisers cannot be avoided though.

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