(NSW)Shilvio Posted May 9, 2019 Share Posted May 9, 2019 Swaz do la from the Peasant Army. If assassination missions are to be taken seriously, I suggest reworking the mechanics and signposting to make it feel like a boss fight. The Jackal is the first boss fight I thought was mechanically OK. That being said, here are some ways I would like to see the the mission improved. Quality of life changes Make the enemy physically bigger; bosses should have a presence. Highlight limbs based on vulnerability/damage taken Gold/metallic = invincible White = hittable/vulnerable to , as damage is inflicted to it, color changes from white to rust (red/brown) Destroyed = sparking fx Changes to damage shockwaves deal 20% max shield health’s worth in damage if hitting shields reduced knockback/knockdown shockwaves deal 15% max health’s worth in damage if hitting health, full knockback/knockdown Changes to attack pattern/behavior Jackal skitters around (away from our warframes once it takes a certain amount of melee damage to a leg. After each backtrack fire n missiles n = number of times it had to skitter backwards Missiles are larger (so we can see the bulkhead) and have health to them such that we can tell they can be shot down. Missiles visibly and audibly explode when destroyed. With two legs available, (either both front legs or both hind legs,) Jackal can make directional shock waves. [not just circular ones.] When being attacked from behind, Jackal can kicks with hind legs. When a leg is taken down, and jackal is staggered, it prepares a room sweeping laser. X second charge up. During this time, it is invincible except from melee slam attacks. The laser can be prevented from firing by each person in the party performing a melee slam attack on the laser emitter. Each slam will reduce damage and range of sweep of the laser by 1/n where n = the number of players in squad. I got some great feedback from DontLook4Phoebe-706 on the Ashisogi Peasants discord channel. Link to comment Share on other sites More sharing options...
SDGDen Posted May 9, 2019 Share Posted May 9, 2019 damn this sounds pretty damn cool. Link to comment Share on other sites More sharing options...
(PSN)iPoisonedFlint Posted May 11, 2019 Share Posted May 11, 2019 I really like the idea of attack patterns in warframe. Link to comment Share on other sites More sharing options...
(NSW)Shilvio Posted May 11, 2019 Author Share Posted May 11, 2019 @(PS4)damagerate1 I've finally found a way to voice part of what makes Warframe less game-like than other games. I can enjoy indi games like Iconoclasts and bigger games like Dark Souls for their enemies and boss designs because they have attack patterns to master. I thought the tools to do it are already in Warframe, It's just no-one's compiled it into a cohesive code. Link to comment Share on other sites More sharing options...
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