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New Solo Boss Idea

#1
(TLDR at the end)
Ok my last post about Flashback 2s was actually a meme, you guys got me. It was a front to try to get pride crate into the game but this isn't a meme.
The new boss is an idea that I threw around in the Item Names thread I made awhile back where I just tossed around a bunch of item names in order to see some more interesting Pog item suggestions make their way into here.

[Summoning and Preparing to Fight]

The boss' name is the "Forgotten God." It's a single player boss that you trigger by a token you can only drop from other lobby events (Castle, Asylum, Abyssal, Buffalo Wild Wings, Kraken, Dairy Queen, or Lyrus) and once popping you get a splash screen similar to the duel screen where instead of choosing Rules you choose Difficulty and Loadout presets for the fight. Ex). I pop the Cursed God Token and the screen pops up, on the right of the tab is 3 Preset loadouts for the fight.

Fists of the Djinn, Mutable AK (Sweaty), Swift Tec-9, Ocarina, Crystal Syn (Reload+Bunny Crystal) "The Acrobat"
Bloodweep of Damnation (1 in 2), Cursed AK-12 (5 suffix + Regen on Kill), +12 Wicked Desert Eagle, Warbanner, Crystal Syn (Reload+Shock Absorb) "The Sword"
Trident, Misery's End of Damnation (1 in 20), max level Fools World (Regen on Kill), Orb of Rejuvenation, Crystal Syn (Reload+Vitality) "The Shield"

And after choosing which build I want I would choose my difficulty on the top left:
"Practice Mode" (If toggled, Token will not be consumed but you will not receive drops upon winning)
"Normal Mode" (For those who don't care for a challenge)
"Expert Mode" (For those who seek a challenge)
"Player Must Die Mode" (For those who thrive from a challenge)

Each mode except for practice mode will increase by one phase, so Normal is 2 phases long, Expert is 3 phases long, and Player Must Die is 4 Phases long. Practice mode you can toggle and click on another mode to practice that mode, but you will have a 30 minute cooldown between your practice and the actual loot dropping fight, but there isn't any cooldowns between practices, meaning you could fight it as much as you want without loot until you feel comfortable enough to actually fight the boss and consume your token.

[The Arena]

After choosing your difficulty you're slapped into a flat square arena surrounded by lava (invisible walls too) with 2 raised platforms to your left and to your right with ramps leading up to them. Immediately in front of you is a large egg roughly 2 playermodels high with runic symbols etched into the sides. You can't go up the ramps because they're too steep. Later, when you stagger the boss the slopes turn into stairs and you can climb them to "down" the boss by shocking it to stay in place, where it then pushes you to slide back down the ramps and you can't climb back up until next stagger. There are only 2 Shocks in Normal, and 4 in Expert and PMD.

[Phase 0, the Egg]

An ambient whistling echoes through the cave as small bubbles and pops of magma are heard as well. You walk up to the egg and it shakes the arena. You melee it (with whichever melee you choose) and each hit it shakes and groans, after 5 hits with Bloodweep, 7 hits with Trident, or 10 hits with Djinn the egg cracks and unveils Phase 1.

[Phase 1, the Child]

The egg cracks open and a cloaked figure resembling mammon, but not completely, is seen in a fetal position staring at the player. In this phase "The Child" sits in place crying on one side of the stage and shoots large color coded projectiles at you. The order goes Green Orbs shot in a cone pattern (One in the middle 2 going out to the sides), Blue Orbs (shot in a wave pattern, dodge it by standing in place in one of the 2 marked areas in the arena, then 2 pink lasers shooting from his hands originally to the side of him but slowly converge in the middle and pass each other, then go back (Jump over one, duck under the other, then duck then jump).

On Normal, each hit deals 15 Damage, on Expert each hit deals 25, and on PMD each hit deals 35.
After 1 phase of dodging The Child collapses and you can shoot him, DoTs stack up to 10x and Headshots do NOT count.
After about 5k damage on Normal, 7k on Expert, or 10k on PMD, it's onto the next phase.

[Phase 2, The Worm]

The child lets out a faint wimper and curls even further into its fetal position, it then is surrounded by a thin membrane and starts to shift into a large grotesque worm resembling a distant relative of the Worm Queen species.
This phase The Worm bounces off the invisible walls and slides down the slopes going in a "Random" pattern resembling that fun DVD screensaver logo, but the tail and head both have a hitbox you can shoot.
The tail takes more damage than the head, and each time you deal a specific amount of damage to either a segment of the tail is lost and the worm staggers onto its back. Here you can either use up one of your precious stuns for the fight to deal more DPS and have a longer down or cut your losses and just DPS while it's staggered instead. After flipping back over, the worm recovers its lost segments and continues the same attack pattern. Sometimes on higher difficulties The Worm will stop and spit out smaller worms. Each TTT proc works on these things, so if you're using a weapon that has regen on kill or damnation be sure to absolutely obliterate these things.
On Normal each hit from the main body deals 25 damage, Expert 35, PMD 55, meanwhile the small worms deal 15, 25, and 35 respectively. You get hit by either standing in the path of the head or getting whipped by the tail. You are fine to brush against the body while it's in motion.
This phase has about 3.5k health on Normal, 5k health on Expert, and 8.5k on PMD.
Here is where Normal ends.

[Phase 3, The Beast]

The Worm shrivels up and slowly each segment except for the head starts to wither away. The head then jumps into the lava and emerges as a quadrupedal beast resembling Lyrus but with a Mystical Blue color pallet.
In this phase you kite the beast around the arena and force it to slide off the slopes. After 3 slides it staggers and loses its balance, allowing you to use your precious Traps or say "screw it" and just DPS him. This is the last phase you can use a stun on. This phase has 3 major attacks and 1 enemy spawn;

Charge- The Beast kicks its back legs back 3 times and lunges at the player. This is the easiest to dodge and the easiest to make The Beast slide and lose balance using.
Spit- The Beast rears in place and its cheeks swell, it spits out a large ball of energy that has a slight homing effect. If you are fast enough, however, you can actually home the ball into The Beast to nab an extra 500 damage. The energy can also be blocked by the Fools World shield.
Spikes- The Beast slams its front paws into the ground and summons 2 Black Matter Balls over the player. The balls shoot spikes out of the ground at the player, and can easily be dodged by running in a circle. The Beast doesn't move until the spikes are done. They can also be blocked by the Fools World shield
Baby Spawns- The beast spits out eggs into the air and when they slam onto the ground, Multicolored Baby Beasts spawn with about 50 HP on Expert and 100 on PMD. DoTs and health traits work on these guys so use them to regen!

When Staggered the stomach takes more DoT damage and stacks up to 20 procs while the head takes more individual bullet damage and only stacks to 2 procs.
This phase has about 5.5k health on Expert and 10.5k on PMD.

Each Lunge deals 45 damage on Expert and 55 on PMD. Each Spit deals 55 on both gamemodes. Each Spike hit deals 15 damage on Expert and 35 on PMD.

This is where Expert Ends, and the final fight begins

[Phase 4, The Forgotten God]

The Beast lunges at the player but is flown into the lava as the player dodges at the last second. The arena shakes and a massive monstrous looking skeleton torso with a sinister aura rises from the magma. The magma drains and the arena's soft orange light is replaced by an eerie indigo hue. The Forgotten God is reanimated and ready to deal with the player how he sees fit.
The Forgotten God is a much different fight from before. The whole fight goes from Kiting to simply Evading attacks similar to Oxylus. Each attack has a cue on the ground, more subtle than Oxyclean but still there. There are 5 main attacks and 2 enemy spawns;

Crack the Skies- White Orbs and black orbs appear in a checkerboard pattern on the floor. White beams strike from the sky into the white orbs and the colors swap. Keep avoiding for 3-5 sets and you avoid all damage. Deals 35 damage per hit.

Fissure- Small cracks appear in the ground in 3 lines parallel to the player's line of sight against the Forgotten God. One crack starts to split and if you don't move from that line you take damage and get procced by phoenix. Lasts for 2-3 sets. Deals 15 per hit + DoT

Cursed Flames- The Forgotten God reels his head back and inhales a cursed purple energy. Small fires spawn on the ground where the God is going to spit the its Cursed Flames. It does one side of the arena, then puffs on the other side, so remember to move after the first puff of fire. Deals 12.5 damage per tick.

Skull Bash- If you get too close to the King, it will bash its head into you. This attack is avoidable, but only if you're using the Acrobat loadout and are 3-4 hops in, or got the +40% Mobi on the Misery's End. Don't get too close! Deals 45 damage.

Ultimate Sin- The Forgotten God's eyes flash a dark blue and a timer is set over your head. If you don't shoot out the eyes (About 500 health per eye) before the timer runs out, that eye will shoot a laser beam that tracks the player and deals damage per tick (basically a game over). Shoot the eyes! Deals 20 Damage per Tick.

Follower Support- The Forgotten God spawns 2 Monks that line up a laser that after 2 seconds stop tracking the player and shoot. Easiest way to dodge this is memorize the timing of the laster to stop tracking and run up to the monks then run away from them. Each monk has 500 HP. Deals 25 damage per laser.

Player Shade- The Forgotten God spawns a Glowing Blue Charple that spawns on the mirrored position to the player on the arena and mirrors the Players movements. Every time you swap weapons, so do they. The only thing you can shoot them with that they won't shoot you back is using your Melee, so go up and beat the SHIT out of that shade! Deals equal damage to your gun's damage back to you.

Between sets of attacks, the Ribs of the Forgotten God light up and take damage from the player. Other than Ultimate Sin, the only damage that the Forgotten God takes are on each individual rib. Each rib has 1500 HP totaling up to 12 ribs, so 18k Health total. Each rib staggers The Forgotten God for about 3 seconds before the next attack, so Cursed AK-12 is a very nice choice to stunlock the God near the end.

[Drops]

Depending on your Difficulty, the drops go as such;

Practice: 30 minute cooldown lol get fucked

Normal: 20-50 Ancient Crates, 10-30 Frostburns, 1 in 20 for Tier VI key so you can get shafter, 1 in 10 for 1, 1 in 25 for 2, and one in 50 for 3 Forgotten Keys (Key with new drop pool), 1 in 500 for Tome (New empty book that can slot Manifestos dropped from this and future events), 1 in 750 for Cursed Manifesto (Page that allows use of Crack the Sky in TTT), 1 in 12560 for Heaven's Paradigm (or whatever pog godlike you wanna put here.

Expert: 30-75 Ancient Crates, 15-50 Frostburns, 1 in 10 for Tier VI key, 1 in 5 for 1, 1 in 10 for 2, and 1 in 20 for 3 Forgotten Keys, 1 in 250 for Tome, 1 in 500 for Cursed Manifesto, 1 in 6500 for Heaven's Paradigm.

Player Must Die: 45-90 Ancient Crates, 30-70 Frostburns, 1 in 3 for Tier VI key, 1-10 2018-2020 Seasonal Crates, Guaranteed 1, 1 in 2 for 2, and 1 in 3 for 3 Forgotten Keys, 1 in 125 for Time, 1 in 250 for Cursed Manifesto, 1 in 2500 for Heaven's Paradigm

TLDR, Multistage Boss Fight with 3 different difficulties and 1 practice difficulty, 3 set loadouts with different themes, and decent lootpool for cool stuff and new Grimoire-like book idea. Highest Difficulty can give 1-10 2018-2020 Seasonal Crates. Really Dev intensive but worth it for the wait time for cool shit.
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