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World Boss Fight Remake

Discussion in 'General Suggestions' started by TheDesk, Apr 15, 2016.

?

Is this an alright suggestion?

  1. Good Idea, Bad Implementation/Stats

  2. Good Idea, Good Implementation/Stats

  3. Bad Idea (Please Elaborate So Then I Can Fix)

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  1. TheDesk

    TheDesk Good luck.

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    First time posting a suggestion, please don’t flame too hard! I put quite a bit of effort, but I realize it may be impossible to code. But here goes!

    Bosses are boring. Sure, some of them are challenging, but not because they’re special in any way, but because they hurt more than the other ones do. They do have special abilities, but they’re irrelevant because these special abilities also belong to normal monsters.

    Don’t you think the bosses should pack a bit more of a punch? Especially Qira, the end-game boss. She shouldn’t be able to be killed so easily. Sure, an experience player should be able to solo, but not as easily as just spamming spells and circling.

    Here’s my suggestion:
    Give Qira phases.

    No, not just adding another special, but giving her PHASES, like in other RPG’s that I’ve played. If this is not possible with coding, then RIP me. Because I spent WAYY to much time on this.
    Please comment any suggestions!

    Following is an example:

    Phase 1:
    Being an end-game boss, she might not be readily vulnerable. As you enter the fight. She spawns 5 crystals. You must kill them before she is damageable. Each one may be colored differently to correspond each element. Red one should be able to use the Fire Breath. Yellow is able to do a modified Spin Attack where the actual ‘spin’ is much slower and much more noticeable (maybe by using ice blocks as in Ice Snake), for easier dodging. Blue one should be able to toss long ranged heals to the other crystals. White should be able to use a high knockback attack/special. Green should be able to just dish out large amounts of damage using the projectile spray. Keep in mind, Qira is shooting/spamming webs at you during this phase. She will not spawn her Hive Minions. This is not meant to be easy by any standard, as it IS the final boss. This will encourage teamwork.

    Here are the enemy stats.

    Red Crystal:
    Health: 55,000

    Special(s): Long Range Flamethrower (2,500 damage per second)
    Normal Attack: None
    Movement: None

    Regeneration: 5,000
    ✹ Damage
    Weak
    Defense

    Yellow Crystal:
    Health: 45,000
    Special(s): Modified Spin Attack (2,500 Damage + Blind for 1 second)
    Normal Attack: None
    Movement: None

    Regeneration: 4,000
    Damage
    Weak
    ✹ Defense

    Blue Crystal:
    Health: 40,000
    Special(s): Crystal Heal (10,000 Health) every 6 seconds
    Normal Attack: None
    Movement: None

    Regeneration: None
    Damage
    Weak
    Defense

    White Crystal:
    Health: 43,000
    Special(s): Knockback Gust (500 Damage)
    Normal Attack: High Knockback Ranged (200-300) at Fast Attack Speed
    Movement: None

    Regeneration: 5,000
    Damage
    ✹ Weak
    Defense

    Green Crystal:
    Health: 50,000
    Special(s): None
    Normal Attack: Projectile Spray (600-700 Each Projectile) at Slow Attack Speed
    Movement: None

    Regeneration: 4,000
    Damage
    Weak
    Defense

    Phase 2:
    After you kill her crystals, you will be able to damage her. She will move erratically, like the Corrupter of Worlds, except not chasing the player. She will use her webs and will spawn Hive Minions. If it is possible, she will use a modified meteor. The ground will be marked with a TON particles 5 seconds before it hits, making it much easier to dodge than a normal meteor, but still packs a punch. It will do 2,500 damage upon contact. This phase will end after she hits 75% HP or is 5 minutes pass. If 5 minutes pass, it reverts back to Phase 1.

    Phase 3:
    She will stop summoning her Hive Minions, and she will jump to the center of the room. Once she’s there, she will summon flame particles that will stretch out to the 4 corners of the room, making an ‘X’. Touching the flames will do 2,500 damage per second. This will effectively create 4 quadrants. She will move them clockwise very slowly. Within each quadrant, she will shoot her skulls. They will do less damage, but instead, they will be AoE, making dodging harder. She will fire more often as well, but will not use her webs. Qira will be able to fire in 4 directions at once, but cannot fire more than 1 shot in a quadrant at a time. She will end this phase when she hits 60% HP.

    Phase 4:
    She continues the ‘X’ fire spray, but she will start sending out the modified meteor attacks, discontinue the special normal attacks, resume the normal attacks, and she will spawn some minions (not the Hive Minions). Max 2 in a sector. Spawns 4 in start of phase, but spawns 1 every 8 seconds. She will switch to Phase 5 at 35% health.


    Minions:
    Plague Bearer (Zombie w/ Cool Skin):
    Health: 35,000
    Specials: Slowness 3 (does it rather frequently, lasts 15 seconds)
    Normal Attacks: Melee (2,500 damage) with Fast Attack Speed
    Movement: Pretty Fast (Think werewolves from Geilbord)

    Regeneration: 10,000

    Soul of the Wicked (Zombie Pigman)
    Health: 30,000
    Specials: Knockback Gust (200 Damage)
    Normal Attacks: Knockback Melee with Super Fast Attack Speed (100 Damage)
    Movement: Extremely Fast (Broettinger level Sanic Fast)

    Regeneration: None
    This guy’s meant to push you into another sector and possibly the flame spokes.

    Crimson Defiler (Large Magma Cube)
    Health: 20,000

    Specials: None
    Normal Attacks: Low Damage Projectile (500 Damage) at Super Fast Attack rate
    Movement: Extremely Slow (-105% Walk Speed Statue with a 6% Contrail)

    Regeneration: 15,000
    Only way to kill him is to kill him fast.

    Corrupted Archmage (Skeleton w/ Cool Skin)
    Health: 15,000
    Specials: Modified Meteor (3,000 damage)
    Normal Attacks: Projectile (2,500 damage) at Fast Attack Speed
    Movement: Slow

    Regeneration: None
    Glass Cannon



    Phase 5:
    Qira is getting kinda annoyed. So, she decides to actually start doing something. This phase has NO minions. It is just you and her. (Well, hopefully you’ve brought a crew along). She will run extremely fast at the nearest player, with a 4,000 damage melee attack as well as a differently aimed normal ranged attack. Occasionally, she will spring up as if she’s using Escape and slam down (not too quickly, make it dodgeable) that does 4,000 damage in a small radius. Every 6 seconds, she cures herself of all debuffs.

    She goes to her final phase, her RAGE phase, once she hits 20% HP.

    Rage:
    This is where you’d want a large crew. The name of the game is killing before you get killed. She moves to center and stays still. She spams the modified meteor, this time doing 33% more damage than previous. She summons her normal Hive Minions. Her attack speed is upped tremendously, and she throws webs rapidly. She cures herself of all debuffs every 6 seconds. If you get too close, she WILL use a melee attack (close as in full arrow storm hitting close, not assassin melee range close). Her melee attack will do 4,000. Kill her swiftly, or she will annihilate you in this phase.

    Alright! That’s it! That took me quite a while to write up. I do not expect this to be implemented nor even considered. However, this is just a suggestion for something that COULD theoretically happen. Yes, this boss fight seems really hard. If it doesn’t, I tried. Remember, this is the final boss. Final bosses aren’t meant to be easy. They aren’t meant to be solo’d by doing something as simple as circling and spamming spells. Phases can be implemented into all the large bosses, such as Death, CoW, Bob,Yahya’s Final Form. All these would make each boss fun to fight, and much more difficult.
     
    Last edited: Apr 16, 2016
  2. K_kki

    K_kki The one and only Cookie Goddess VIP+

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    Tanya's final form is the HARDEST boss in game!
    No way does that need upgrades
    :3
    Good idea
     
    MysteryMaker likes this.
  3. Cruuk

    Cruuk yopyop HERO

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    Not bad for a first suggestion

    However, even though its obvious that the crystals in the first phase are based off the 5 elements, you should display their elemental weakness, attack, and defense for extra detail

    Here are the elemental symbols for your pleasure:
     
  4. TheDesk

    TheDesk Good luck.

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    I realize this and Im perfectly fine. If anything, the goal of this thread was to give an EXAMPLE of something that could be changed.
     
  5. TheDesk

    TheDesk Good luck.

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    Alright, I did it for the Crystals. I will do it for the other minions, but that was all I had time for. It took me a good 15 minutes to figure out how to make the elements line up perfectly in terms of def/weak.
     
  6. DirtyDoge

    DirtyDoge Master Procastinator HERO

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    Holy crap, this idea was very well thought out and is pretty awesome.
    I did find Qira to be pretty simple once you get a group. (I was lvl 83 and I could get within melee range of her and not die.)
     
  7. SaltiestOfHobos

    SaltiestOfHobos SaltyHobo

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    If this really is implemented in Wynncraft rip my 1-500
     
  8. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Impossible. Literally impossible.
     
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  9. TheDesk

    TheDesk Good luck.

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    Aaaaaannnnnnndddd RIP me :c

    This specific example might be impossible, but maybe there's a implement phases anyways?
     
  10. TheDesk

    TheDesk Good luck.

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    Wait! I have an idea that may make the phases work, if not anything else. You know how when you kill a dungeon boss you teleport back to the beginning immediately? Well, that could happen with Qira. You kill all 5 crystals and it instantaneously teleports you into another room, with Qira in phase 2. She has 25% of the 350000 she normally has. When you 'kill' her, you teleport to the next area and begin phase 3. And so on.
     
  11. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager GM CMD

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    That'd require the dungeon system to be used, and it isn't as easy as you might think to just "make that work" for Qira. The only way to do this would be with something like Amadel.

    Anyways, I think Qira is fine as she is. She's already ridiculously tough and I don't think she needs extra phases. She's enough of a challenge without any ridiculous gimmicks. Fights that take too long are just aggravating, which is why multiple phases for bosses should be used sparingly. The last thing anyone wants to do is fight a boss for 30 minutes.
     
  12. TheDesk

    TheDesk Good luck.

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    Awww alright. But my suggestion was just an example. I feel that the bosses are generally all the same. They're just normal enemies with higher hp/damage and some minions.
     
  13. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager GM CMD

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    Yeah, that's something we're trying to fix in the future. A limited spell arsenal can only provide a limited amount of options.
    To be fair, that's how most bosses work. Again, because a limited spell arsenal can only provide a limited amount of options. Even if the boss is "fun", long fights are aggravating for most players.
     
  14. ShadowMage1

    ShadowMage1 Seraph of Twilight

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    So by "limited spell arsenal," you mean you guys don't have any ideas for what spells they can do? I've said it a few months ago and I'll say it again: You guys need to look to the community for spell ideas. I'm pretty disappointed that the content team hasn't asked us yet. We all have good ideas and yet they haven't made a thread to ask the community.
     
  15. Tantibus

    Tantibus Chairman of the Wynnviet Union, God of Dern CT Manager GM CMD

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    Most of the time, with really anything in Wynncraft's development process, it's not about getting the idea, it's about how long it'll take to get coded. This stuff takes longer than you might think.
     
  16. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    For that, you are moving into three separate arenas, of which Qira cannot spare. And how strange would it be to have to insert five different tokens into one collector, only to be teleported to the same room?
     
  17. TheDesk

    TheDesk Good luck.

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    I got the idea from a completely different game, RotMG, where the endgame bosses have Rage phases when their health drops too low. The phases also come from that game, and from other games, such as Final Fantasy Tactics. Tons of RPGs give their bosses different phases to distinguish them from regular monsters.
     
  18. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    You did not, but that is the way that the system must work. Phases can not be activated with such drastic changes between them without a change in room, and to do so the boss must drop an item, unless we are to let players simply skip phases at will.
     
  19. TheDesk

    TheDesk Good luck.

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    I guess that makes sense :c
    Part of what this suggestion is that makes it different from Amadel is that there IS no time between, and the actual fight has things that haven't been introduced before. I guess maybe the whole idea of phases can't be done, but what about those Spell ideas? If Ice Snake could be implemented, surely something like that modified Spin Attack could be too. Same with the Meteor.

    Well, RIP me. Hopefully there's SOMETHING that could be done in there :c
     
  20. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Dungeons are a separate system from quests. They do not mix well. The reason I said it was impossible was because the systems we have in place which would have to meld in order to implement this can not meld together. It has been suggested, and it has been denied, because it does not work. There is no way to make it work under the current system, and coding another with the amount of bug fixing work and effort being put into adding new things such as powders, for a single fight, is simply an exhaustive amount of work for such little payoff.
     
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