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Messages - Geezer

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1
Bug & Balance / Re: 1.9 Bug Masterthread
« on: January 12, 2015, 10:12:20 am »
Couldn't find seller with glyphs of life in Ch 10, was that intended? The selling popag with potions and so on had one icon missing, so no extra lifes in Ch10?

2
Hell / Elite boss 10
« on: January 11, 2015, 04:34:39 pm »
Where can it be fornd? Is it in the box in the southwest corner where you click icons in order?
Then how to solve the puzzle in the library?

3
News / Re: Version 2.0
« on: December 23, 2014, 02:18:00 am »
Oh god. I was totally happy to see 2.0 released, but when I came to Zylcious fight....The biggest disappointment ever. No, do you SERIOUSLY think that spamming 99999999+ illusions that only swarm and shoot at you is a very interesting, creative idea? Couldn't that be a bit different?..
Well, I somehow defeated his 1 phase, but then he summoned DK's, I beat 3 of them, one spawned a rotating untargetable blade that cuts characters. And that's all! Two more stand at the hill with Zyl and do nothing. Is it a known bug or I just don't guess something?
Anyway, level is impassable for now...

Quote
- Chapter 10 is now available to play, but it doesn't have Epic Boss yet

SUDDENLY THAT WAS FIRST THING WRITTEN IN THIS TOPIC!!!1

Aero, whai u don't blocked the way to zyl? :(
Actually the boss is present but the battle stops. And it seemingly closes the way we need to move to get to the bos and progress on the story. (And Aero, please(!) make something to that illusion spamming, its awful, no offends, everything else is great, but this particuar thing is clearly not).

4
News / Re: Version 2.0
« on: December 22, 2014, 06:29:48 pm »
Oh god. I was totally happy to see 2.0 released, but when I came to Zylcious fight....The biggest disappointment ever. No, do you SERIOUSLY think that spamming 99999999+ illusions that only swarm and shoot at you is a very interesting, creative idea? Couldn't that be a bit different?..
Well, I somehow defeated his 1 phase, but then he summoned DK's, I beat 3 of them, one spawned a rotating untargetable blade that cuts characters. And that's all! Two more stand at the hill with Zyl and do nothing. Is it a known bug or I just don't guess something?
Anyway, level is impassable for now...

5
News / Re: Yurgimar Demo Battle
« on: October 19, 2012, 07:54:02 am »
Hello! I defeated Yurgimar and I'd rather say he's really easy. I hope it is not the final version. The mechanics are good, interesting, but too few. Maybe you could add some more phases? If you don't mind I could think about a couple more abilities for him...

6
Idea Factory / Re: Improving Boss fights
« on: August 30, 2012, 07:46:18 am »
Of course, guys, I understand that everyone has his own vision of the concept, and it's up to Aero to decide how exactly would he improve the bosses. Of course I didn't expect that all my ideas shall be implemented, so it's absolutely no offends! That is why I try to offer as many ideas as I can - so Aero could have a better choice. I'm like a merchant (yet I don't ask anything in return - except for the pleasure time playing the campaign) here - I have a supply, but I never expected the customer to take every item that I offer. It is also possible to take some spells\events not for the bosses that I planned, but to some other, future bosses. Of course it is way easier to make new ideas if you have a "theme frame", a concept, some example spells for a boss - because I can imagine the creature, how does it prefer to fight, what looks more logical, what skills are lacking for the boss etc.
Yet there's a couple moments here:
Some of the spells I "invented" are my favourite, some are not. For example, I'd be happy to see Firestorm at Zarxof with fireballs (identical to his rander attack, but bigger) are raining over the place - it would look beautiful, or seeing the lightning that knocks players back at Groxts. Yet again, that Aero's free choice.
And the last moment - I'd feel much more convenient if Aero would name or hint me which spells did he like - that would give me understanding of Aero's viewing and concept, so that I could create something closer to his liking, and my ideas would be closer to his understanding of the campaign's concept.
P.S.: if some of you, guys, also has any ideas, or wants to see some oter bosses improved, I'd gladly take on some new ideas.

7
Bug & Balance / Re: 1.8d Bug Masterthread
« on: August 29, 2012, 03:17:11 pm »
I'm sorry if that was already mentioned somewhere...but after Gaomdo fight at Ch8, there are only fire spells left in my spellbook. Which means I can't use Frost armature, or lightningbolt which are extremely useful. Fix that please.

8
General Discussion / Re: Tharo - Friend or foe?
« on: August 29, 2012, 03:03:59 pm »
I think Tharo is for his own. And only follows his interests. If it benefits him, he'll support humans, but he can become their enemy the next day if things change for him.

9
General Discussion / Re: Who will survive and who not?
« on: August 29, 2012, 03:00:43 pm »
Oh, I think there'll be a Shakespearen finale...Everyone dead in the end...All heroes, all antagonists...Maybe 1-2 characters will rurvive. Fradz, for example. Or maybe Iibrod. And he shall only return to the king and tell him the truth about their herioc (or maybe awful) deed.

10
Idea Factory / Re: Improving Boss fights
« on: August 29, 2012, 09:21:01 am »
Okay, now I'm going to post some more ideas...

Death Puppet.
The first thing I want to mention here....look, a boss is meant to be somewnat a unique creature. But, at Ch7 Siluze summons dozens of death puppets - and later we'll be able to summon those via Omega Helmet too. Maybe it is reasonable to differentiate a boss and non-boss version of the DP? For example, make the boss "elder\greater death puppet" or call the adds "lesser death puppet" or whatever.
Okay. Spells:
1) Bone spike: Impales a character (Phodom or Fradz) by a spike that pins him above the ground. The spike disables a character and drains, for example, 10% of his max hp per second. The second character shall destroy the bone spike in order to free his comrade.
2) Death Coil. Inflicts  X damage to the selected character and fears him for Y seconds. If the character is feared to the green barrier, he'll be teleported to the centre of the arena, shall suffer additional X\2 damage and stunned for Y\2 seconds. You can still control a feared character but cannot order him to stop running. Run speed increased by 25%.
3) Death Wards. The Death puppet summons 3 evil wards in a triangle shape around the "corners" of the arena. Each ward heals the death puppet for X hp\sec and damages characters by Y hp\sec. After killing a ward it explodes, dealing damage to characters and healing the boss if he stands close enough. You should kite the boss away before killing each ward.

Groxts.
This boss is relatively weak, and doesn't require much tactics to be dealt with.
Lets have a look at his first phase.
Phase 1: 100% - 50%.
He does only 3 things here, and I suggest to improve each one of them and add 2 more abilities to the fight.
1) Occasionaly teleports to the king and slices him once. I suggest to make the boss keep attacking the king until the boss gets attacked (or until we deal some dmg to him, as it was in earlier versions).
2) Makes a whirlwind attack, damaging everyone around him every 0.5 seconds. Now, this ability is not danderous at all, because you can just move away from him and do whatever you want.
I suggest: make the duration of whirlwind 12 seconds. 3 seconds after the beginning the cast, and every 3 seconds Groxts teleports to a random character. E.g.: he starts to spin, we run away, spread out, after 3 seconds he teleports to Galeoth, move Galeoth away, fter 3 seconds he teleports to Phodom, move him away, after 3 seconds he teleports to Fradz, move him away. Not only we'll have to run away from the boss, but also spread out because if the heroes are to close to each other, damage would be too huge to be healed through.
3) Has about 5% chance upon being attacked to teleport behind the attacker and stab him. Actually, this ability makes to troubles to us. I suggest: Groxts buffs himself for, say, 15 seconds, while that buff is up, he has 30% chance to teleport behind the attacker, damage him for 1.25X\1.5X\1.75X\2X dmg of his normal attack and stun for 1 sec.
4) Charges his blades with lightning for 20 seconds. Attack speed is doubled. Movement speed incresaed by 50%. Has X% chance on attack to burst a chain lightning to his current target, hitting all the player's units, including the king (in phase 1). The chain lightning deals 20% less damage to each successive target (hitting up to 5 targets total) and deareases Groxts' current target's armor by Y for 5 seconds. Switch targets of the boss periodically while this buff is on.
5) Charges his blades with fire for 20 seconds. Attack damage is doubled. Movement speed is incresased by 50%. Has X% chance on attack to make an explosion of fire that leaves behind a zone of flame that ticks for some serious damage. Kite the boss while this buff is on.
Phase 2: 50% - 5% (or 0%?).
In this phase Groxts gets more magics...Though I'd suggest to improve some of them and add some more!
1) Forked lightning. I think we can make this much more interesting. For example: the spell lasts for 3 seconds, each second it deals damage to the characters and knocks them back for 400 yards. Stuns for 3 seconds after the cast is finished.
2) Flame torrent. Zarxof unleashes a wave of fire at the charachter futhest to him, 2 seconds casting time. The wave is very strong in the beginning, but the longer it moves, the weaker it becomes.
3-4) Groxts disipates to several balls of fire\lightning. The lightning balls stun, so what effect shall fire balls have? Dot, for example?
5) Let's add a spell he used in the cinematic to kill the guard! Groxts turns invisible. Each 7 seconds his blurred shadow appears at some random point and after 1 second powerful lightnings burst around him, dealing heavy damage and giving a slowing\purge effect to the characters hit by the lightning. He deals. He does that 7 times, each jump follows 1 second faster that the previous one.
6) Groxts surrounds himself into a shield of flame and disappears. He runs very quickly vertically, horrisontally or diagonally from one side of the room to another, dealing damage and leaving a trail of fire beneath his steps. He does that several times, the room fills with fire by the end of the spell, making it a difficult business to avoid the dragon.

11
Idea Factory / Re: Improving Boss fights
« on: August 29, 2012, 04:59:52 am »
Hamza_tm, thank you very much for your appreciation!
To answer your questions:
I played ice queen on hard, and I found it quite difficult. But indeed, the difficulty is about adds, and here you either make AOE build and take take the boss down or you lose lives. And my idea was to change the concept...from just aoeing adds to some simple tactics. Fewer adds, spawning not so fequently, so you can kill them with any build, but need to kill quickly and avoid bosses' abilities.
Of course, if the concept fore one-shots is ggiving them only to elite&epic bosses, then I totally agree. It would be allright if the bomb would deal about 500\750\1000\1250 dmg fore example. Not deadly, but still painful, so you might want to avoid it. Btw, what d'you think about other bosses? Zarxof, in particular?

12
Idea Factory / Re: Improving Boss fights
« on: August 28, 2012, 11:51:18 am »
Well, one-hit is compensated by a possibility to avoid. When you see a missile, just run away some distance.
"corp beast" - excuse me, I didn't catch what beast are you talking about?
Do you mean a skill when he submerges (or jumps to the floor?) and smashes you after some time? I guess this skill has even bigger range, because you have too speed up and not even hesitate for a moment if you want to avoid it.
The Ice Queen fight as I see it:
Key to the fight is moving away from boss' spells kike frost bomb and frost nova. It would be no difficulty at all ,except one thing: adds stack slowing movement effect on Galeoth. So, if you want to be able to avoid boss' attacks, you must kill adds ASAP. So, just concentrate on 2 things: kill adds, and run away when you are hit by frost nova or see a frost bomb approaching.
P.S.: I'm also planning to offer some improvements for the Death Puppet (boss 5) and Groxts (boss 7), maybe some other minor improvements to some other bosses. New ideas are very welcome!

13
Idea Factory / Re: Improving Boss fights
« on: August 28, 2012, 05:08:38 am »
You're welcome! I'll probably write here some more later.

14
Bug & Balance / Re: 1.8c Bug Masterthread
« on: August 27, 2012, 04:44:51 am »
Will that be 1.8d version or I've missed something?

15
Idea Factory / Improving Boss fights
« on: August 24, 2012, 07:00:46 am »
This topic is made so people could give their ideas how to improve bossfights. When I played TCO, I found some bosses quite simple, so they didn't require much tactics to best them. Here everyone can share their opinions how to improve bossfights.
! - this topic is only about improving bosses, not nerfing them. If you find a boss too hard to beat, you can always lower the difficulty.
! - this topic is only about existing bosses, mini-bosses, elite and epic ones.

So, here I share some ideas:

1) Ice spider queen, Ch3 boss, has only ordinary ranged attack and summons adds. Difficulty of the fight is made by the amount of adds who overwhelm the player quite quickly. So, I would suggest the following:
 - Reduce the amount and\or frequency of adds spawning. Instead: give them a stacking freezing attack ability, for example, each strike of each spider add reduces Galeoth's move speed by 1%. Additionally, give them a passive that increases boss' damage by, say, 3% per each add alive.
 - Change the boss' attack missile - ice spider should hurl ice bolts, nerubian tower or lich missile would be just fine.
 - Frozen blast - frost nova on Galeoth, dealing moderate damage and about 20% slow. If after X seconds he doesn't move Y meters away from the spot of the first nova, another nova shall strike at him with doubled damage.
 - Frost bomb - boss hurls an orb of ice at players location. Galeoth shall run away, for the bomb one-shots him if he is in range of explosion (about 300), and sends ice bolts from the explosion point at several directions.
 - Frost bite - passive - attacks of the boss stack a dot at Galeoth. To nullify the stacks, he should be not attacked by the boss for the next 5 seconds.

2) Xada. He is the weakest boss in his human form. Shouldn't the most hated Phodom's enemy be slightly more powerful?
- Add him a spell similar to Fradz's teleport strike - every 0.5 seconds he teleports behind Phodom and stabs him twice as stronger as Xada's normal attack. This ablilty shall last until you inflict X damage to the boss - depending on diffiulty. Boss will be stunned for 3-5 seconds when you interrupt the spell. This spell may be added at some phase of the fight, after one of the cinematics (where Xada says smth like "you could have had quick and painless death, now you die, blah-blah...").
- After cinematic of Zylcious freeing Galeoth add Xada ability to teleport away from Phodom and start to channel a stacking damage+slow at the player. In order to interrupt this, Xada should be attacked by melee attack or a spell.
- Add a pulling\knockback effect to his green line-type ablity - Phodom should not only get hit once, but also pulled back and damaged more and killed if he stands too close to the boss when he casts this. Also, it'd be good to increase the length of the line and give it a homing effect, so you should run away as soon as you see it. The sooner you run, the less damage you'll get.
- In his demon form, he is really powerful, but the main difficulty is the two lines that scissor you if you dont run quickly and follow a straight line. Anability may be added - demonic Xada hurls a chaos bolt at the location, deals huge damage if it hits Phodom and leaves behind a pool that slows and damages Phodom if he stands in it. This pools persists until the boss dies, and serve to redice the space of the room and a sort of a soft enrage.

3) Zarxof. This boss is even weaker than Xada. He is pathetic compared even to mini-bosses like Vampire Lord, though he is in charge of all the Kar'gath crew, so he's supposed to be stronger. What could I suggest?
 Events:
 - Stampede is quite identical (okay, similar) to Archmage's ability.  I remember the older version where there were fewer lines of fire, but players were damaged while moving.
 - Firestorm. A spell  somewhat similar to Demon Fishtern's Cave In spell, but it's flame balls falling down to the  floor. Not only they do damage, but give a stacking fire DOT, so players should do their best to evade them.
Spells:
 - Fire nova: graphically identical to Phodom's Flame Explosion ability. Deals moderate damage and increases magical damage taken by the characters.
 - Living bomb - debuffs a selected player for 5 seconds, damaging him each second.When debuff expires, character explodes. Player should spread out heroes to evade the damage.
 - Flame torment - spell from the cinematic he uses to torture Galeoth (and supposedly kill the previous lord of Kar'Gath) - opposite to the previous one. Stuns a selected character and damages him for a huge amount of damage. Damage is shared between every character in range of the spell. Here we should group up. Swithching between spreadinf out and grouping up is the key mechanic.

4) Siluze. Just a small addition.
- He uses an AOE spell in an attempt to kill Archeon. This would look great in a battle too. Select a spot, pull the charachters to that spot, channel for 2 seconds and make a big bang, wiping everyone who fails to run away fast enough.  That would be a fine addition to the fight.
5) The Healer - in his tree form - has virtually no spells.

-Entangling roots - give the root effect and damage over time for a selected character and all characters in 300 rande around him for 6 seconds. This, however, sould not occure right before his nova spell.

6) Zhitenxa. A good fight overall, but it's rather long than difficult.
 Abilities:
 1) First of all, her frost bolt volley has a tiny AOE and tiny damage. You can not even bother about dealing with it, it could only wipe you if you have about 20% hp and you are Fradz. I suggest to increase AOE, amount of missiles, remove stun effect and add an effect that increases magical dmg taken per each missile.
 2) May it's a bit of hardmode, but I'd add to the frozen character a debuff that ticks for some precent of current (not maximum) hp.
 3) Her line of frost has somewhat weird animation - like a pool of water, not frost. Perhaps it would look more suitable if it were changed for frost novas? And add here a knockback effect+stun (freeze) for 5 seconds.
Mini-events - happen by cooldown, new events added after reaching 75%, 50% and 25% health:
 1) Triple line of frost - maybe that might be remade as a mini-event too? For example, boss casts these 3 times in a row. Damage is a bit decreased, but if you get hit once, you'll be chilled to the bones (for 50% slow). If you are somehow damaged while chilled to the bones, you are instanty killed. Only cast when the boss is below 75% hp.
 2) Chain Frost. Launches a frost missile at a targeted player. It explodes in an AOE, makes damage and slows the player for 10 seconds. Then it jumps to the other player, then the first one again. The key is that the longer it takes for the missile to catch players, the sooner it'll die, cause it has a limited amount of lifetime. So, run away from eachother! The precious ice walls shall make it harder over the time. Cast when boss is below 50% hp.
 3) Frozen meteors. Launches a magical ball of frost at the position of the selected (or random) target every X seconds for Y seconds. The ball lands within 2-3 seconds, makes a huge frostnova (model of those colored custom effects like fire nova, shafow nova etc) and leave behind a pool that ticks for some small damage and slows for, say, 10 seconds. Cast when the boss is below 25% hp.
Events - when do those occur? By cooldown or at some hp percentage of the boss?
 1) Air phase. It's too easy now. A huge dragon flies in the air and makes a one tiny little line of frost. I'd suggest this:
- Boss chooses a random character and breathes a line of frost that follows its target, killing him if he runs not fast enough from the line. The "frostfire" effect lingers on the ground, slows and damages anyone who crosses it.
- Another spell for later stages of the fight (when the boss has cast ultimate at least once) is Frost Bomb. There should be ice walls present. Zhitenxa flies in the air and chooses a spot, then hurls a huuuuge bolt of frost. You can only survive the explosion if you are behind the ice walls at the moment. The bomb also destroys walls that were close to the impact point.
 2) Magical Dragons are too weak, it takes no effort to bring them down. There are 2 types of dragons: ranged and melee. So, give them a little combo: one type of dragon stacks some debuff by their attack, a dot for example, and the other triggers it by his special attack. Clue is to throw down stacks before they make too strong explosion.
 3) ULTIMATE - changed version of ice walls.  Boss begins channeling animation, effects appear at random places on the ground, identical to Galeoth's Frozen Fang. If you are too slow to dodge the effects, frozen fang shall pierce you for some strong dmg, throw you in the air to a random point away, slowing\stunning. At the place of frozen spikes ice walls appear just like they are now, blocking the path.
I believe, these improvements can make bosses significantly stronger, but without them, for example, Zhinenxa would be way easier than the Healer.
SO, this were some of my ideas to improve the bossfights, and it would be great to have more ideas here. If Aero would find any of thenm interesting, we may eventually see them in-game!

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