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about bosses: part 2 - Owlitzer


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What the boss has by phases:

In all phases, the boss has a gust of wind attack: he tries to blow the player onto the spikes at the edge of the arena. There is also an attack where Owlitzer leaves the arena and pounces on one of the players, falling into a stun.

1. Phase 1:
The boss makes two dash attacks.

2. Interphase:
The boss stands in the center of the arena, closes up, gaining invulnerability, makes a gust of wind across the entire arena, and leaves it. After that, Owlitzer starts blowing the player to the left or right, while creating walls of spikes. With each interphase, the gaps in the spike walls get smaller.

3. Phase 2:
The boss takes off and makes a diving attack.

4. Interphase

5. Phase 3:
The boss spits out a multitude of spikes onto the arena and makes attacks with a long dash.

6. Interphase

7. Phase 4:
Initially attacks by flying over the arena. The boss spawns mobs and performs all attacks from previous phases (except the first). After a certain amount of time, it transitions to the interphase and repeats phase 4.

What are the boss's problems?
All you need to do during Owlitzer's phases is stand in the center of the arena. Wind attacks - dodge horizontally, and all other attacks have roughly the same timing for dodging. You wait for Owlitzer to get stunned, after which the boss becomes extremely vulnerable. Owlitzer's attack could be changed so that the boss doesn't get stunned but immediately returns to the fight. The player would have to deal damage between Owlitzer's attacks, rather than just waiting for the boss to stun itself. The attack itself is very simple: you need to stand at the top or bottom of the arena and go in the opposite direction, then Owlitzer will miss with this attack.

When Owlitzer transitions to the interphase, you just need to break one of the spikes on the edge of the arena and stand on it, and you will be absolutely indifferent to Owlitzer's repulsion.

Why not make all the spikes in the arena invulnerable, except for one random one? Then the player would have to do something during this attack.

With the interphase itself, almost everything is fine, just increase the health of the spikes and increase the strength of the gust of wind at the edge of the arena, from where Owlitzer sends the spikes, because in heavy armor you can completely skip this attack by standing in this area.

During phase 3, Owlitzer could rely more on blowing her spikes towards the player.

The initial attack with the flight during the last phase looks beautiful but is absolutely useless, it is extremely easy to dodge.

21 hours ago, HondorDrache said:

Owlitzer's attack could be changed so that the boss doesn't get stunned but immediately returns to the fight. The player would have to deal damage between Owlitzer's attacks, rather than just waiting for the boss to stun itself.

I think that with this type of pattern it would be incredibly hard to deal any damage to the boss with the hammer while the cannon and striker would do just fine. I don`t like to be forced into a certain weapon by the boss mechanics.

I`m ok with spikes being untargetable by weapons in general. It`s a trap after all it shouldn`t be deusable like that.

As for the spike balls they are too easy to kill. Having the bulbin buddy hat (your dodge is an attack) makes them pretty pointless snice you can dodge through them. Maybe they could behave more like the explosive pinecones but detonate based on proximity for less damage.

I have now tried to kill her with a hammer several times without attacking her while she is stunned, and I can say that now the boss has enough moments to attack with a hammer, either with regular or heavy attacks.
problems can only arise in phase 1, she should simply increase the delay between new attacks in this phase.

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