Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!
Options

Boss fight mechanics/ideas

LilWeemboLilWeembo Member
edited February 2021 in General Discussion
Had some free time so I thought id write out some mechanics for a boss fight I thought might be interesting. Gives the players a bit of option when engaging the fight so they can choose based on the groups composition/gear/skill.

Comments

  • Options
    LilWeemboLilWeembo Member
    edited February 2021
    Boss fight (Fire Demon)

    Scene
    ¬Set in a volcano
    -Walking through a tight corridor you emerge into a large cavern standing at the top of a staircase
    -Steps lead down to small surface which splits into 2 bridges that angle away from each other and service their own large circular platform which are suspended in air by chains attached to the ceiling of the cavern.
    -Below the suspended platforms is a pit of bubbling lava blanketing the entire cavern floor
    -In the center of each platform is a caged weapon (sword on the left, shield on the right) which is suspended over a hole in the center of the large platform
    -Each cage is magically secured by runes which are carved into 3 statues per platform
    -A 3rd larger cage hovers in between the 2 large platforms, any chance of seeing inside the cage is blocked by the solid ice that engulfs it

    Overview
    Phase 1:
    The raid choses which platform to attack sword or shield, doing so determines the later mechanics of the fight. To release one of the caged items players must destroy each rune on that platform which is carved into a statue. As soon as any amount of player damage is done to a statue the fight begins, phase 1 begins and that statue comes alive. If at any point damage is done to any other statue on that platform that statue will come alive. When the fight begins and a statue becomes alive the opposite platform becomes engulfed in flames breathed magically by the 3 statues on that platform. When all 3 statues on engaged side are destroyed the item centering it is released from the cage and falls through the hole in the platform which is then destroyed by the lava below.
    Phase 2:
    This release loosens the 3rd magically frozen cage in the center which houses a Fire Demon (just the first monster that came to mind) and he emerges from that cage in a rage, infuriated by the fact his (item) has been destroyed by the lava and leaps to the unaffected platform and retrieves the other weapon. At this time the raid is forced to vacate the platform they were on as it begins to crumble and phase 2 begins as they must go to the other platform.

    Mechanics
    Phase 1:
    -Statue must be tanked

    -Smaller minions spawn from the statue which fixate targets

    -Statues “roar” causing few clusters of small rocks and 1 larger rock fall from the ceiling onto the platform. -The larger rock needs to be soaked. It does 50% of a player’s maximum health split up to 2 targets. If no one soaks the Large rock it crashes through the platform creating a hole which players can fall through.

    -The longer the fight goes on the more the magical prison holding this cavern together loosens and the increased heat causes additional effects which include:
    -Spits of lava – below the lava bubbles and a spit of lava shoots out and hits a target (non tank) burning them doing heavy damage over a short amount of time. Needs to be heavily healed or mitigated. Cannot be dispelled
    -Small rocks fall from the ceiling hit random areas on the platform which need to be avoided, happens more frequently the longer the fight goes on.

    Phase 2:
    -Statues reduce the damage the boss takes by 30% each for a total of 90%. Killing a statue removes this buff so killing all statues is ideal for the players.

    -All mechanics from phase 1 remain

    Boss mechanics

    If boss wields the sword: sword oozes lava
    (idea is to make this more of a heavy single target healing fight)

    -Boss does +10%dmg

    -Cleave attack in a frontal cone, occasionally does a higher damaging hit

    -Lunge – Boss turns and lunges at a target piercing them and anyone in the way. Applies spit of lava to targets hit and buffing himself with fiery rage for each player hit.

    -Fiery Rage – the boss becomes enraged as he continues to fight the same target buffing himself with a +2% dmg increase every 5 seconds. Stacks are removed when he no longer has that target as his primary target, stacks take 20seconds to fall off – stacks are based on each target so with 2 tanks taunting off each other he should have 2 different fiery rage buffs. Ideally the stack timing to fall off would be around the same time it takes the players to kill a statue. So when a statue dies the tanks would swap roles.

    -Tidal Lava – boss conjures the lava below to come crashing over the platform in a wide line that stretches the diameter. This applies “Spit of lava” to players hit

    If boss wields the shield: shield has cracks in it which emit flares of fire

    (idea is to make this more of an aoe healing fight)

    -Boss has +10% dmg reduction

    -Boss Slams shield on the ground every few attacks doing damage to all players in a 10-yard radius

    -Demonic Grip – Boss snatches up the second on threat target within 10 yards crushing them(they take dmg) rendering them immobile and silenced while continuing to attack his main target. The snatched played is released only when the boss takes a certain amount of hits. The snatched player may be healed. If only the tank is in range when Demonic grip goes off, he snatches the tank and will continue to attack the next target on his aggro list.

    -Leap – Boss Leaps to a target doing damage and stunning them from 5 seconds and causing “Roar”– if anyone else is in the area he snatches them up (Max 1 target) with his free hand causing “Demonic grip”

    -Shattering blow – the boss’ attacks are so powerful they crack the armor of the target increasing the damage they take by +1%. Stacks are removed after 20 seconds. Every 5 stacks the boss senses the targets weakness and begins to attack faster trying to end the foe. It’s a stacking Attack speed buff lasting 5seconds.

    -Tidal Lava – boss conjures the lava below to come crashing over the platform in a wide line that stretches the diameter. This applies “Spit of lava” to players hit
  • Options
    Nice ideas, but why all bosses must be restricted to rigid phases as in so many games? would be nice if they were more organic and had a mind of their own, like a simple AI deciding which skill to use to make each encounter unique.
  • Options
    LilWeemboLilWeembo Member
    edited February 2021
    I definitely like that idea of being more organic, the idea behind this fight was to give the players the option but that could also very easily be given to the AI and let him decide which to do. Or totally change it up and give him both the sword and shield and let him decide say 3 or 4 abilities from a pool of abilities to use in the encounter, that could make each encounter unique or more unique than a linear fight
  • Options
    Imo this type of writing is always positive. The devs can change anything ofc, and its plus inspiration.
  • Options
    I'd like to see bosses with a sense of self preservation - they run away if they don't like how things are going. Then you might need a little more preparation to trap them before starting the fight.
    Forum_Signature.png
  • Options
    LilWeembo wrote: »
    Boss fight (Fire Demon)

    Scene
    ¬Set in a volcano
    -Walking through a tight corridor you emerge into a large cavern standing at the top of a staircase
    -Steps lead down to small surface which splits into 2 bridges that angle away from each other and service their own large circular platform which are suspended in air by chains attached to the ceiling of the cavern.
    -Below the suspended platforms is a pit of bubbling lava blanketing the entire cavern floor
    -In the center of each platform is a caged weapon (sword on the left, shield on the right) which is suspended over a hole in the center of the large platform
    -Each cage is magically secured by runes which are carved into 3 statues per platform
    -A 3rd larger cage hovers in between the 2 large platforms, any chance of seeing inside the cage is blocked by the solid ice that engulfs it

    Overview
    Phase 1:
    The raid choses which platform to attack sword or shield, doing so determines the later mechanics of the fight. To release one of the caged items players must destroy each rune on that platform which is carved into a statue. As soon as any amount of player damage is done to a statue the fight begins, phase 1 begins and that statue comes alive. If at any point damage is done to any other statue on that platform that statue will come alive. When the fight begins and a statue becomes alive the opposite platform becomes engulfed in flames breathed magically by the 3 statues on that platform. When all 3 statues on engaged side are destroyed the item centering it is released from the cage and falls through the hole in the platform which is then destroyed by the lava below.
    Phase 2:
    This release loosens the 3rd magically frozen cage in the center which houses a Fire Demon (just the first monster that came to mind) and he emerges from that cage in a rage, infuriated by the fact his (item) has been destroyed by the lava and leaps to the unaffected platform and retrieves the other weapon. At this time the raid is forced to vacate the platform they were on as it begins to crumble and phase 2 begins as they must go to the other platform.

    Mechanics
    Phase 1:
    -Statue must be tanked

    -Smaller minions spawn from the statue which fixate targets

    -Statues “roar” causing few clusters of small rocks and 1 larger rock fall from the ceiling onto the platform. -The larger rock needs to be soaked. It does 50% of a player’s maximum health split up to 2 targets. If no one soaks the Large rock it crashes through the platform creating a hole which players can fall through.

    -The longer the fight goes on the more the magical prison holding this cavern together loosens and the increased heat causes additional effects which include:
    -Spits of lava – below the lava bubbles and a spit of lava shoots out and hits a target (non tank) burning them doing heavy damage over a short amount of time. Needs to be heavily healed or mitigated. Cannot be dispelled
    -Small rocks fall from the ceiling hit random areas on the platform which need to be avoided, happens more frequently the longer the fight goes on.

    Phase 2:
    -Statues reduce the damage the boss takes by 30% each for a total of 90%. Killing a statue removes this buff so killing all statues is ideal for the players.

    -All mechanics from phase 1 remain

    Boss mechanics

    If boss wields the sword: sword oozes lava
    (idea is to make this more of a heavy single target healing fight)

    -Boss does +10%dmg

    -Cleave attack in a frontal cone, occasionally does a higher damaging hit

    -Lunge – Boss turns and lunges at a target piercing them and anyone in the way. Applies spit of lava to targets hit and buffing himself with fiery rage for each player hit.

    -Fiery Rage – the boss becomes enraged as he continues to fight the same target buffing himself with a +2% dmg increase every 5 seconds. Stacks are removed when he no longer has that target as his primary target, stacks take 20seconds to fall off – stacks are based on each target so with 2 tanks taunting off each other he should have 2 different fiery rage buffs. Ideally the stack timing to fall off would be around the same time it takes the players to kill a statue. So when a statue dies the tanks would swap roles.

    -Tidal Lava – boss conjures the lava below to come crashing over the platform in a wide line that stretches the diameter. This applies “Spit of lava” to players hit

    If boss wields the shield: shield has cracks in it which emit flares of fire

    (idea is to make this more of an aoe healing fight)

    -Boss has +10% dmg reduction

    -Boss Slams shield on the ground every few attacks doing damage to all players in a 10-yard radius

    -Demonic Grip – Boss snatches up the second on threat target within 10 yards crushing them(they take dmg) rendering them immobile and silenced while continuing to attack his main target. The snatched played is released only when the boss takes a certain amount of hits. The snatched player may be healed. If only the tank is in range when Demonic grip goes off, he snatches the tank and will continue to attack the next target on his aggro list.

    -Leap – Boss Leaps to a target doing damage and stunning them from 5 seconds and causing “Roar”– if anyone else is in the area he snatches them up (Max 1 target) with his free hand causing “Demonic grip”

    -Shattering blow – the boss’ attacks are so powerful they crack the armor of the target increasing the damage they take by +1%. Stacks are removed after 20 seconds. Every 5 stacks the boss senses the targets weakness and begins to attack faster trying to end the foe. It’s a stacking Attack speed buff lasting 5seconds.

    -Tidal Lava – boss conjures the lava below to come crashing over the platform in a wide line that stretches the diameter. This applies “Spit of lava” to players hit

    Many of the topics discussed in the forum are very interesting and innovative. I feel that Wuwei Studio lacks thinking about the unknown future. What they want to do now is to follow their own ideas and stick to their own ideas regardless of failure or success. It’s not about thinking about how it will change in the future, how can AOC become better and satisfy players
    I feel that there is no need to open this forum for what Wuwei Studio is currently doing.
    The significance of opening a forum is to allow everyone to discuss the advantages and disadvantages of this thing, think about it and get better suggestions, so as to optimize the content inside, make it better to satisfy everyone
    And now that the staff inside see better ideas, I feel that my ideas are already excellent, and there is no need to ignore your suggestions. Your experience is not as rich as we are in this industry, so what you discuss seems to be useless. of
    In other words, the forum is a place for players to discuss on their own, so that players have a sense of expectation and presence
    与此原文有关的更多信息要查看其他翻译信息,您必须输入相应原文
    发送反馈
  • Options
    LilWeembo wrote: »
    Had some free time so I thought id write out some mechanics for a boss fight I thought might be interesting. Gives the players a bit of option when engaging the fight so they can choose based on the groups composition/gear/skill.

    I agree with you very much.
    I also think that future games should be based on the player’s own abilities that can be reflected in the game, rather than being suppressed by equipment in the transcendence of equipment. That will be very boring, will lose fresh blood, and reduce the player’s in-game Presence
    Equipment is a way to make the player better, but it should not determine the player's superior position in the game, so it will appear to be a failure in many current games
    Intrepid Studios should consider more to make the game better, rather than stick to their own ideas to make the game more backward.
    与此原文有关的更多信息要查看其他翻译信息,您必须输入相应原文
  • Options
    WhitneyHagasMatsumotoWhitneyHagasMatsumoto Member, Alpha One, Adventurer
    I'm not sure if I'm understanding the translation correctly, but to sum it up very briefly, am I correct in understanding that you're proposing a boss character with puzzle elements similar to the Legend of Zelda series?

    If so, I think it's a very interesting idea.
    I thought that such a boss would require a lot of work, including the field to fight on, and might not be a good fit for the open-world Ashes, but assuming that this is some mighty boss that only appears when certain elements are met ......

    It's exciting to think of a big disaster coming and lots of players taking on the mighty boss! :D
  • Options
    I like mechanics where the group has to split up, so you have to actually put some thought into your group composition and skill bars.
    This link may help you: https://ashesofcreation.wiki/
Sign In or Register to comment.