Rework skeleton lords and other bosses...

  • * Remake the game's Bosses

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    Currently all the bosses we have in the game are standardized, we have 3 Fortress Skeleton Lords having exactly the same characteristics, We have 3 in the 9 main Tall Tales and 4 Ashen Lords... each one acts exactly like the others within their categories.

    I'll mainly talk about these 3 types, I'd like to talk about reworking the 5 standard megalodons to give them more personality but I think that specifically after this season it's a kind of irrelevant discussion. The kraken is a special enemy that deserves a dedicated topic to talk about a rework but I'm not that interested in this change at the moment, I also haven't stopped to come up with an idea to propose... So i will just focus on the skeletons.

    * Skeleton Lords (Fortresses and Voyages)

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    We have 3 variations of skeleton lords that were introduced to serve as Bosses for fortresses and later in Voyages.

    Except for their appearance, they act exactly the same as each other. The change I suggest is that a background be added, a little story for the three, perhaps through journals... from this context, their attacks, health, animations and behavior during the fight should be changed to give them more personality. I will make some suggestions but my only request is that they be changed, I don't mind if it's not as I describe it here.

    • The Mutinous Helmsman:
      Personality: tactical, strategist,weapons master
      Behavior: Remains the same throughout battle.
      Life: Average
      Weapons: A skeleton lord who alternates between a sword and a two-shot pistol at close range, capable of using a sniper rifle at long range.
      -Capable of throwing firebombs and blunderbombs
      -The first shot from your dual pistol could be a quickdraw.
      -The summoned skeletons have the same health as normal ones, a maximum of 3 are generated, but they can alternate between sword and pistol.

    • The Two-Faced Scoundrel:
      Personality: rough, aggressive, strong
      Behavior: Becomes more aggressive as the fight progresses
      Life: High
      Weapons: Switch between a special sword and blunderbuss, uses his bare hands with punches and pushes before picking up the sword... The blade is heavier than other swords, causing more damage to the player.
      -He is the only one who can perform an area attack that throws players away, but his damage is higher than it currently is.
      -Can grab players and throw them away, causing damage.
      -The summoned skeletons have bone armor and are a little slower, they can resist 3 sword dashes, but they only attack using their hands.
      -When the boss is low on health, he takes his sword and starts to be more aggressive, with faster attacks and more knockbacks. Some attacks should have the ability to stun.

    • The Duchess:
      Personality: dishonest, cheating, clever
      Behavior: When losing health, he moves away from direct combat to use more potions and poison.
      Life: Average
      Weapons: A sword, throwing knives and darts
      -Poisons the sword during battle.
      -Uses darts with toxins that cause different effects, poison, slowness, drunkenness, blindness (just a disorientation in vision)
      -Use smoke bomb
      -You can draw a unique throwing knife each period, when you have low health the knife will be poisoned
      -The poison doesn't have to be like that of snakes, it can be weaker or stronger, I believe it should have less impact on vision.

    * Skeleton Lords(Tall Tales and Special Ones)

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    These are characters with well-defined personalities, their animations even provide some degree of differentiation but it makes no sense for their attacks to be the same. Just highlight the characteristics of each of these in their skills. Although they are characters restricted to Tall Tales and there is not much need to change them, with the exception of Briggsy who has already been brought in human form, the other two may return in some way in the future, even though it is unlikely.

    • Captain Briggsy:
      Behavior: Remains the same throughout battle.
      Life: Average+
      Weapons: An important pirate for SOT, an expert fighter... fighting with a sword and a pistol, being able to run faster than the other skeletons seems like a suitable change.
      -The skeletons summoned by her must have a special look, they must be more agile and stronger too.

    • Gold Hoarder(9° Tall Tale):
      Behavior: Very aggressive, becomes more violent as he loses health, uses some magic from the middle to the end of the battle.
      Life: High+
      Weapons: *Sword, pistol and blunderbuss. *
      -He was the most combat-skilled member of his crew after Ramsey himself, and must be agile in both attacks and running.
      -Use of powerful dashes with the sword that cause a slight slowdown.
      -Can a quick draw on the pistol
      -Their skeletons are more resilient even at default speed.
      -Begins to use magic at the end of the battle, slowing players down when stepping on gold or strengthening their skeletons with a strength and speed boost.
      -Able to use area attack by launching players away and breaking their legs at medium distance.

    • Gold Hoarder(Pirate's Life):
      All stats present in Tall Tale 9° nerfed
      Life: Average++
      -Can't use magical abilities or skeletons.

    • Goat Graymarrow(Tall Tale and Fort of the Damned):
      I would like to note that it makes no sense for the greatest sorcerer not to fully use his magic in combat.
      Behavior: High agressive
      Life: High
      Weapons: Uses a heavy sword, pistol and blunderbuss.
      -Can use magic to enchant the sword with poison or fire, the pistol can have a cursed projectile to paralyze for a short period.
      -Uses offensive magic to blind, poison, cause slowness, drunkenness, dance.
      -Uses defensive magic to restore health, increase strength, and cause fog in the area.
      -Summoned skeletons are common, being able to summon 4 captains at once, or two specters of himself but considerably weaker.
      -In its ghostly form in FOTD it should be nerfed

    *Ashen Lords

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    Other characters also have defined personalities, but do not present any difference in their combats. I must also say that except for gameplay reasons, their appearance on islands has long since ceased to make sense, like the ghost fleet, but that's another matter... I'd love to see them as NPCs in Reaper's Lair

    But talking about the combat... The personality and history of each of these doesn't say much about their fighting style... I would say that Red Ruth and Old Horatio have a difference in this regard. One is an alchemist, creator of the cursed bullets and would certainly use this in battle. The other was the head of Flameheart's fleets, leading us to believe that he has the best combat out of all 4 Ashen Lords.

    I won't cover each one here, but I think the fight with Ashen Lords should be completely redone while still maintaining certain aspects of the current battle... So, I would say there are two options, continue with only fire attacks but each of them using different types of blows, also summoning skeletons with different degrees of power and of course, Red Ruth using magic.

    Or add the ability to use weapons, each using different weapons and combining with current fire attacks.

    End

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  • I support ANYTHING that makes the bosses/lords more unique and have some personality. The way it's currently is quite monotone, once you realize all the bosses in the entire game does the same attacks.

  • So instead of having boss fights easy and quick to get around. You want actual players to think and learn.
    In SoT, the gate for grinding has shown, players here dont wanna do extra work.

  • I'm not joking around about this.

    I want a fish lord that is covered in fish and uses fish as weapons, and if a player fights the boss right they can collect some of the fish for turn in.

  • @burnbacon I'm perplexed by what you mean to say here. Are you suggesting that the bosses should have no personality and all be the same in order to make it easier for people to grind them? Because that's just not right, please correct me if I misinterpreted your message.

    I think this would be an incredible idea, we've already seen that with the new ancient megalodons they're capable of doing stuff like having unique bosses with different move sets and personalities. They could EASILY do something similar to the ancient megs with skeletons by having types like the kelpies and shadow skeletons (although maybe not just do the standard skeleton types, I don't think anybody would find any enjoyment fighting a gold skeleton lord)

  • @wolfmanbush That would be super fun, a nice hunter's call specific boss, and as you hit it the fish fall off

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