Introduction The recent Redditors posting their own takes on prexisting bosses as well as custom ones finally gave me the motivation to put some of my own ideas out there, since these boss ideas have been floating around my head for quite a while. Side Note: Rarely have I so many kind, creative, and appreciative people than I have in this subreddit, and it makes me glad to be a fan of this game.
First Boss Kingsmould Captain- the title is pretty self explanatory. White Palace is undeniably lacking a boss, perhaps because of its heavy focus on platforming over combat. Regardless, I feel as if this area should have one somewhere within. The Kingsmould Captain is pretty self explanatory; he is the leader of the Kingsmoulds you battle throughout the palace, and naturally, he is the most elite among them. I had a few ideas about where to put him... either A. its own (optional) hidden area B. replacing the two Kingsmoulds at the end of the Path of Pain or C. right before the end of the level and the Pale King’s throne. A bench would be placed right before this fight. Due to his perhaps unreasonably difficult nature, I feel like option A might be the best placement for him. Maybe this guy could even be revealed to be the corpse you dream nail to access the White Palace? Maybe he’s sentient and has a little lore ridden dialogue before your battle? His attacks would be something like this... (To help make up for his brutality, he will have somewhat frequent but very brief staggering) -Phase I 1: Dual Slash- leaps up and towards the Knight, unleashing a wide slashing attack. As a dual wielder of his blades, he does the same thing a second time, but now far quicker. Deals 1 mask of damage per slash.
2: Rapid Fire- Stands in place as he fires several boomerang blades rapidly towards the Knight. (pulling more swords out of thin air I guess 😂) They all come flying back from off screen and then all but two disappear, said two flying back into the captain’s hands. Getting hit by one of these blades deals 2 masks of damage. 3: Elite Dashes- Dashes from his current position over to the closest wall. Rapidly dashes all the way over to the other side of the room, throwing his spinning weapons up in the air in an attempt to hit the Knight, then speeds back to retrieve them. Getting hit by his weapons deals 1 mask of damage, whereas running into him deals 2. -Phase II: triggered at 50% health (600 out of 1200) Kingsmould Captain gains 3 new attacks during this phase. 4: Wingmould Spawn- Throws a bouncy Wingmould towards the Knight, which remains in the arena after this attack. Unlike the normal ones, these can be killed for good after 4 deaths. 1 contact damage. 5: Impaling Ambush- Commands a wave of spears to jut out of one side of the room. If he commands them to jut out of the floor, the Captain will leap up into the air and dash through towards the Knight when the spikes recede. All contact damage here deals 2 masks. 6: Ultimate Power Slash- Briefly charges up a massive slash that flies through the air, honing in towards the Knight. Essentially the Great Slash (Nail Art) + Grubberfly’s Elegy effect, with a bit of a homing missile element to it. Deals a whopping 3 masks of damage. Defeating this boss would either award a massive Geo deposit or a charm, although Geo is likely useless to the player at this point, and hiding a charm behind such a massive challenge may be unfair.
Second Boss Rogue Shade- Essentially a far larger and scarier looking shade, at least in design. Can be encountered a new deeper region of the Abyss in an expansion we can only dream of. (Desolate Dive near the Abyss Shriek or Shade Cloak, maybe?) This boss would be encountered one of two ways when entering a strange, ominous room, although I haven’t decided which would be definitive... A. Your shade leaves your body upon entering, going to the center of the room, and rapidly transforming into this monster of a creature, leaving you trapped inside said room. (likely for Steel Soul Mode) B. You arrive at some sort of stone plinth in the room, next to a pit of something. Reading the hints from the inscription, you would have to throw yourself into the pit, dealing 10 masks of damage and likely killing you, respawning you right outside the room. Upon entering, your shade is floating above the now closed pit, and transformation begins. -Phase I 1: Desolation- A far deadlier version of Desolate Dive. Can ram itself any side of the room where the Knight is at, dealing 2 masks of damage. Has a wide damaging range for this attack, and unleashes it repeatedly and consecutively. Ex: When the Knight does Desolate Dive, it can only damage in a limited nearby range on the floor. If the Knight is anywhere on the floor or wall the Rogue Shade chooses to bash itself into, the Knight will take damage. 2: Summoning Cry- The Rogue Shade lets out a prolonged yell, summoning waves of dangerous Siblings from all sides of the room, although primarily from the floor. Contact with these or the Shade during this attack would deal 1 mask of damage, and the Siblings are far quicker than they usually are. This screech also may summon Void Tendrils near the Knight, although these would recede when the screech is finished. 3: Vengeance- Chases the Knight around the room as it unleashes several sweeping nail strikes as patterns of Vengeful Spirits sweep through the walls and floor (a lot like No Eyes’ attack.) Spirits deal 1 mask, nail deals 2. -Phase II: 50% health (400/800) Rogue Shade becomes faster and deadlier, and gains the ability to teleport, which it often uses in conjunction with its one new attack. 4: Void Screech- Teleports near the Knight and lets out an attack similar to the Howling Wraiths/Abyss Shriek, before teleporting away. Deals 1-2 masks of damage each time. Defeating it would cause the Shade to revert back to normal, allowing the player to reclaim it and the Geo they lost upon death, +300 more. A chest would be in the following now unlocked room, which would contain either an Arcane Egg, more Geo, or a charm of some sort. Void Heart complicates things with this boss a bit, but I’ve thought of some solutions. Either the player cannot face this boss after obtaining the Void Heart, and is instantly given access to the following chest, or some lore reason is given for why the player is able to battle the Void they should now have complete dominion over. If Void Heart prohibits the player from fighting it, maybe it could be added to a pantheon or something. Maybe this boss is only accessible if you can’t fight GPZ, I’m not entirely sure.
Third Boss Moss Giant/Colossus- I haven’t entirely thought through this boss yet, and I only really have some basic concepts. Heck, I’m not even sure if I actually like this one. It would be found in Greenpath, and in design it would look something like a Mossy Vagabond crossed with a massive Moss Knight. Half the time it would retreat into the background due to its massive size, leaving you temporarily unable to attack it. It would summon Greenpath enemies, notably Moss Knights and the little crawler guys. There would be constantly shifting platforming during this fight as the boss moves around. He would have a sweeping slash attack, like the Great Husk Sentries, except far, far larger. It would rain down those moss balls the Moss Knights shoot at you. I have no clue what reward this guy would give upon defeat.
That’s pretty much it, I just felt like sharing my ideas for some hopefully cool bosses. What do you guys think?
Submitted March 21, 2019 at 04:35PM by Crossfire451 https://ift.tt/2ulR0uK
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