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Multi Tiered Boss Battles.


Don_Von_Hulio
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This would be pretty sweet. Basically, most of the bosses are just bloated variants of a normal mob. But it would be cool to fight a massive boss or a more unique one that spans different rooms, or you have to use an alternate way of killing it instead of just shooting it straight in the face or spamming charge melee at its knees...

 

Alternate ways as in, the enemy boss has an outer shell which must be stripped by shooting random explosive crates which are dropping off of a broken transport line/rails, and once his outer shell has been removed he says a few lines and then sends some waves of mobs at you as he retreats farther into the dungeon. 

 

Now he is without his armored shell and shields and must rely on stations placed within the battle arena which he uses to regen his health. He is also calling on his minions to assist him while this is going on.To effectively seal the deal in killing him you must destroy the stations with an exlplosive (Which was what was in the crates from the first round of battle) so he can no longer regen health.

 

and once you finally slay the boss and all the remaining minions, an epic soundtrack is played as some escape pods bust in through the ceiling retrieving you and your fellow hero's which have yet again saved the universe.

 

Edit: Also, boss battles which play out like the Ur Dragon from Dragons Dogma would be pretty sweet. Your rewards are based on the amount of damage you have dealt to the boss and if you delivered the killing blow it also increases the reward.

Edited by Don_Von_Hulio
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+1'ed

Adding more boss interaction would be the pinnical of awesome. I.e make Golem BIIGGEEER. MORE TENTACLES. MAKE tentacle grab attacks slower and easier to dodge. MOre visible to boot. So if you're stupid enough to get caught you get bashed around the arena.

 

Boss difficulty scales with no. of players. Tentacle attack has chance to do 75%damage or OHK with four players. As Golem is now the size of a shed there are several pronounced weak spots, which when destroyed cancels any actions golem is performing. Golem gets progressively faster as he loses health. Perhaps bigger. To mix things up frequency of minor mobs exponentially increases with no. players.

 

DE boss fights are your moments to shine, and you're squandering them at the moment.

 

EDIT: Spelling

Edited by xStonedRaveNx
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Yes, yes with Golem.  Come on, he's the mutated super weapon that was built to fight an alien super race... He should be far more uber.  Shoot off tentacles, he goes beserk and sprays out crawlers... reveals weakspot.  If you use the Mag or charge hit it you can knock the weak spot out of the body and he goes nuts trying to grab it and stick it back into itself... in the meantime you can keep spraying it with fire, but his tentacles will be lashing out for it trying to protect it. 

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Golem will be getting a revamp soon. This is what it'll look like:

New_golem.png

Also, of course, I suggest better bosses, though not necessarily multi-tiered. At least on the subject of revamping current bosses to be more interesting, I have a list here:

https://forums.warframe.com/index.php?/topic/20276-bosses-a-redesign-for-u8/

As for new bosses, here's an example of what I think would fit Warframe:

https://forums.warframe.com/index.php?/topic/13390-boss-idea-the-vulture-complete-with-concept-art/

(Shameless advertising FTW)

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That would be amazing. I know I loved fighting Jackal even without blueprint drops just because it was different from the normal mobs.

 

Waiting for the flying, dragon-esque boss fight on top of a plateau or something to come out of this (Hey, monster hunter was already mentioned. And space ninjas versus space dragon wouldn't be that bad either).

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Warframe needs boss fights like this.

 

 

Here's a rundown of why this is a good/fun bossfight

     -Gaint boss with multiple parts to fight, killing some parts disables it or destroys a damage source(Like jackal)

     -Because of it's size, it utilizes the game's movement system, allowing players to run up it to deal damage up close

     -Has a huge HP bar, encourages full party co-op play

     -Multiple attacks, including a summoning attack that gives players ammo and HP(downtime+care package)

     -Boss has attacks against players with different fighting styles; The huge missiles are to prevent people from camping one spot. The soldier summons are to flank and kill people who can't deal with groups, and theres a turret on it's body to kill people who want to melee the body.

 

 

Overall, the listed characterisitics of why this is a good boss fight actually fit Jackal's boss fight. The only problem with Jackal is that he's too easy.

 

The humanoid bosses could easily include interesting mechanics, especially if bosses were given specific instanced boss rooms like Jackal. Like maybe Kela De Thaym can throw a ton of rollers that don't stunlock, and explode after a set time. The room would raise platforms so that players can avoid them. And the fact they explode could drop ammo+hp, making sure people don't have to rely entirely on ammo boxes. Although these mechanics seem to cheapen boss fights by putting in gimmicks just to prolong them, it's a lot better than most of the current bosses, which are just bullet sponges.

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