arubaro Posted June 10, 2024 Share Posted June 10, 2024 Right now CK spams his waves to gain distance to summon his ice shell and start healing. Geysers were removed when it was a cool atack mechanically, made us use the boat for an unique thing:kite, and visually The fight currectly is so static because there is no point of going after the turrets and the claws AI is beyond dumb. What if CK, instead of only using the wave spell to be followed by the healing, ocasionally, uses them to push our boat and start using his old geyser atack in different spots so we have to move the boat to kite the geysers while interacting with the turrets and claws on the way back to him It can be done in a way that make us row in different directions while the claws surround us Is a vague description and might be hard to implement in a way that feels like an orchestra of skills (claws, turrets, geysers and waves) but i think it can make the fight more organic and with elements better connects, dynamic, less repetitive (is boring to see CK spam that much healing spells) and hard because he wont simply be a punching bag Link to comment https://forums.kleientertainment.com/forums/topic/156856-ck-wave-spell-and-geyser-atack/ Share on other sites More sharing options...
Sir Noel Posted June 10, 2024 Share Posted June 10, 2024 And especially now that the claws don't grab your boat, I think geyser attack is fine to come back. Link to comment https://forums.kleientertainment.com/forums/topic/156856-ck-wave-spell-and-geyser-atack/#findComment-1722596 Share on other sites More sharing options...
GreenBowers Posted June 10, 2024 Share Posted June 10, 2024 I made an entire thread campaigning for this point, basically. I think its the best way to make the fight interactive. Link to comment https://forums.kleientertainment.com/forums/topic/156856-ck-wave-spell-and-geyser-atack/#findComment-1722612 Share on other sites More sharing options...
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