DISCLAIMER: THIS IS NOT A NEW BOSS SUGGESTION. I swear, if you post some stupid like "hurr durr miencrawft dunt need no new bossez l0l", I will find you.
So the other week my friend dared me to take on the Enderdragon with a stone sword and a stone pick. That's it. No bow, no armour, no potions, etc. My inventory literally consisted of two stone swords, a stone pick, a stack of cobblestone, and some beef.
I won.
This should not be possible. You can give me all the "oh you got lucky" or even "oh, you must be good" you want. It doesn't matter how lucky or skilled I am, I should NOT be able to kill the Enderdragon that easily. It literally did not hit me once. The hardest part about fighting the Dragon was stacking blocks up the towers without falling off. Every time the Dragon charged me I'd smack it in the face a couple times and it would back off instead of doing damage.
I don't fight the Wither very often, but again, he's more destructive than difficult. Just spawn him far away from your base and you won't have any problems defeating him, or turn mob griefing off for that matter.
What we need is some MASSIVE buffs to the Enderdragon and the Wither. I don't want to go in there with leather armour and a stone sword and be completely sure of my own victory, I want to be on edge even in my Protection 4. I want to add some special attacks and abilities to the bosses.
THE ENDERDRAGON
The original boss, and still the most difficult (mind you, "difficult" is relative) of the two bosses, the Enderdragon certainly looks like a fearsome opponent. A massive jet-black dragon with glowing purple eyes guarding an almost empty alien dimension. But when it comes right down to it, he's as dumb as a sack of rocks.
First, I want to change his normal attack. Instead of bashing his head into you like some kind of retarded battering ram, I'd like to give him 3 ordinary attacks. Sometimes, he'll bash you with his tail, which doesn't deal much direct damage but has a much stronger knockback than normal. Other times he'll slash you with those foreclaws, which deals more damage but has a lower knockback. His last common attack is to bite you, dealing severe damage but not knocking you back at all.
But that's not hard enough. Now let's give him some special attacks. Every now and then his eyes will turn red. When that happens, take cover, After a few seconds, he angles himself towards his target and unleashes a huge volley of fireballs, like a Blaze on steroids.
His next attack he will only use when below half health. The Enderdragon will glow purple and freeze in midair, similar to his death animation. That's your cue to get the hell out of there. After 10 seconds, he will release a massive explosion, decimating the ground beneath him and anyone unlucky or foolish enough to stick around.
For his last special attack, he will attempt to grab a player. When he attempts to grab a player, he charges towards them with his forelegs extended in front of his body. If the targetted player doesn't avoid this attack, the Enderdragon grabs him, drags him into the air, and drops him, possibly killing the player with fall damage or dropping them into the void.
THE WITHER
Despite being weaker than the Enderdragon, the Wither is a cut above him in terms of fight difficulty, because he actually HAS some special abilities.
First of all, I want to give him a melee attack. The wither simply punches you, knocking you flying and dealing some damage.
I'd also like to add the Thorns enchantment to his arrow shield at below half health, so even Melee attacks get reflected occasionally. In addition, when below half health the Wither will begin summoning Wither skeletons.
Occasionally during the fight, the Wither will turn jet black and begin launching Wither skulls at four times the usual rate, so it would be a good idea to back off and let it cool down a little.
Well, that's all I can think of for now, let me know what you think. I'll add some more stuff later if I think of anything.
I'm interested, but reserving my opinion on this until I hear some other people. I will say right now that I would like to know your difficulty level when you fought the dragon, and that this should all be difficulty based.
I would even go so far as to say you should be able to kill the Ender Dragon like you did, IF you are on Easy, but if you are on a higher difficulty the fight gets harder with whatever tweaks are necessary.
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This is the sort of thing Minecraft needs. These attacks are all very balanced, in my opinion. They would make the boss 'battles' more of a real battle.
I'm interested, but reserving my opinion on this until I hear some other people. I will say right now that I would like to know your difficulty level when you fought the dragon, and that this should all be difficulty based.
I would even go so far as to say you should be able to kill the Ender Dragon like you did, IF you are on Easy, but if you are on a higher difficulty the fight gets harder with whatever tweaks are necessary.
The server was either set on Normal or Hard. I'm not sure exactly, but I know the Cavespiders cause poison, so it wasn't Easy.
I can find out later if it was important, but even on Easy, I should have at least gotten hit a couple times.
The Enderdragon has a fairly short tail for its model... Attacking with it would probably involve him/her doing a 180. IDK, I imagine that the attack would either be far too fast or heavy and slow. Besides, as it turns, hitting it will cause him to change direction anyways.
Foreclaw/Bite seem reasonable to me
What happens to the grabbed player? Does he just suddenly lose all control? Can he attack? Is the grab calculated as a very, very tall jump?
I like the fireballs... I think they exist on the Xbox version. Wonder if it'll make it to PC.
The exploding thing? The End is small. More hole would make it smaller. Less endstone for everyone
My main thought is that it doesn't really matter how much damage the dragon does, it is the behavior that's hard to get right. It homes in onto the player, dealing massive knockback. If you hit it, it changes its direction. all you have to do in reality is right click just as it comes close enough, and the enderdragon has to change direction. Even with an arsenal of nice moves, it's his nature that's flawed: If you hit the dragon with seeds, he runs.
Moving on to the Wither.
I feel like adding Thorns wouldn't be the best idea. There's little... "counterplay (?)" when it comes to that. Basically, no matter how skilled you are, you'll always be hit by the Wither if he has thorns.
Spawning other mobs while fighting a boss mob? I guess that's okay, but if the wither effects stack you won't be able to regen fast enough. Also, when he's spawning wither skellies, you'll be forced to melee him. While his attack knocks you back, you'll be forced to deal with the Wither skeletons, while the Wither regens from Wither effect. There's also the chance that the wither will aggro the skeletons by hitting them with an accidental skull.
The 4x block RAGE mode would be cool. Maybe numbers and block griefing have to be altered, but I'd want to face that
The Wither's main problem is that if buffed too much, you can't touch him. He needs vulnerabilities because he's a boss that can regenerate, outmaneuvers and sometimes outranges you. (I don't think skulls have projectile fall-off; his abilities are limited by sight range) If you have to fight his minions and take damage when you attack him, you're in for a (nearly?) impossible time
TL;DR:
Bosses are inherently weak because they have to be. Once you figure out their gimmick, they're done. I agree buffs should happen (I have no idea how though), but some things won't work IMO.
(I don't know whether to give bosses genders or call them "it" D:)
Theorycrafting rant:
Making bosses "harder" in Minecraft is difficult because the combat system is frankly... limited. Making a bossfight harder in minecraft usually means making it longer. Dodge left. Dodge right. Do a 360 while hopping. Sneak. Fire an arrow at 35 degrees. If you miss, the boss regens and you have to do it all over again. Adding fancy moves may make the graphics more interesting though
The only problem I see is that, especially in the case of the Enderdragon, some of those attacks might involve animations that would be "complicated" for Minecraft. I know that sounds silly, but the NPCs in-game really have very few animations, and having such specific and specialized movements for a huge block-dragon might seem out of place. Might not. Either way, support.
The server was either set on Normal or Hard. I'm not sure exactly, but I know the Cavespiders cause poison, so it wasn't Easy.
I can find out later if it was important, but even on Easy, I should have at least gotten hit a couple times.
I just needed to know if it was Easy.
I do agree with Stealthman917 about the lifting up and dropping thing. While incredibly cool sounding on paper, I'm not a fan of possible instant deaths at full health, except in very specific situations (like special enemies in Resident Evil, story based deaths, etc).
I will say this. I am not liking that the Ender Dragon is all about fire and explosions with this idea, or at least has some major explosion based attacks. I think you are missing a lot of opportunities to utilize the teleportation features of Ender Creatures. Here is an example based on your carry and drop attack.
Instead of it picking you in the air and dropping you, it shoots a projectile that teleports you into the air, at a semi-random location and height. However, to keep it fair, it will not drop you over Obsidian, Ender Crystals, or Bedrock (to prevent perching someone super high on an Obsidian Spire far from the fight), and it will take your difficulty and current health into consideration:
Easy: You will at maximum fall 5 blocks, enough for 2 Damage. The annoyance factor of being moved away from the boss and pointing a different direction is the main point at this difficulty.
Normal: The maximum highest in the air you will be teleported is enough to damage 50% of your current health. However you are more likely to be dropped somewhere to damage you 25-33% of your current health.
Hard: The maximum height is enough to do 75% of your current health, but it is more likely to be enough to do 50-66% of your current health
If you ever get under 20% health, it will only teleport you away, with a small chance of being high enough for you to be damaged, regardless of difficulty.
As for Zide's comment on the tail length (and to a lesser extent thewriterbenny's comment on animations), maybe the tail attack could be a line based Area of Effect (AoE) attack. Instead of it turning to smack a player, it curls its tail downward and flies in a straight line, just high enough above the ground where its main body goes over you but the tail does not. Anyone who is hit by the tail is knocked to the side and takes damage. This would make people avoid fighting clumped together.
Those are just a few ideas. I am a fan of the concept, but not all the implementation.
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hurr durr miencrawft dunt need no new bossez l0l
Now I dare you to find me.
Anyways, I support. This adds variety instead of the normal “bash bash, bashbashbash” chipping away. It makes the Enderdragon boss more fun than tedious. Same thing for the Wither, though I think it needs to be tweaked down a little, the Wither is kinda already threatening with its Wither effect.
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ohaikthxbai and stuff ~~~
lol/Rant/Whatever of the…!: Beyond: Two Souls is a sad/depressing game. Not like the ending of Mother 3 isn’t more sad.
hurr durr miencrawft dunt need no new bossez l0l
Now I dare you to find me.
Anyways, I support. This adds variety instead of the normal “bash bash, bashbashbash” chipping away. It makes the Enderdragon boss more fun than tedious. Same thing for the Wither, though I think it needs to be tweaked down a little, the Wither is kinda already threatening with its Wither effect.
I do agree with Stealthman917 about the lifting up and dropping thing. While incredibly cool sounding on paper, I'm not a fan of possible instant deaths at full health, except in very specific situations (like special enemies in Resident Evil, story based deaths, etc).
I will say this. I am not liking that the Ender Dragon is all about fire and explosions with this idea, or at least has some major explosion based attacks. I think you are missing a lot of opportunities to utilize the teleportation features of Ender Creatures. Here is an example based on your carry and drop attack.
Instead of it picking you in the air and dropping you, it shoots a projectile that teleports you into the air, at a semi-random location and height. However, to keep it fair, it will not drop you over Obsidian, Ender Crystals, or Bedrock (to prevent perching someone super high on an Obsidian Spire far from the fight), and it will take your difficulty and current health into consideration:
Easy: You will at maximum fall 5 blocks, enough for 2 Damage. The annoyance factor of being moved away from the boss and pointing a different direction is the main point at this difficulty.
Normal: The maximum highest in the air you will be teleported is enough to damage 50% of your current health. However you are more likely to be dropped somewhere to damage you 25-33% of your current health.
Hard: The maximum height is enough to do 75% of your current health, but it is more likely to be enough to do 50-66% of your current health
If you ever get under 20% health, it will only teleport you away, with a small chance of being high enough for you to be damaged, regardless of difficulty.
As for Zide's comment on the tail length (and to a lesser extent thewriterbenny's comment on animations), maybe the tail attack could be a line based Area of Effect (AoE) attack. Instead of it turning to smack a player, it curls its tail downward and flies in a straight line, just high enough above the ground where its main body goes over you but the tail does not. Anyone who is hit by the tail is knocked to the side and takes damage. This would make people avoid fighting clumped together.
Those are just a few ideas. I am a fan of the concept, but not all the implementation.
Wow, there's a lot here. I'll think about this. I can see how the dropping attack might be a bit difficult not only to implement but to deal with.
I'll make his new abilities scale with difficulty level as well, I knew I was forgetting something.
Instead of the explosion which destroys the ground, there should be a new type of explosion called the Enderflash. It is an explosion type which only deals damage to non-ender entities. The environment is never affected by it.
Maybe this can be a way to have Ender TNT? Or something similar?
I liked the idea of the wither boss summoning wither skeletons but then realized he would just blow them up in the process due to his massive splash damage! maybe he could just summon a bunch when he dies or something... : p
You mean *she not he for the EnderDragon right? It is the only thing in Minecraft with a gender. Anyway, I support, but the EnderDragon should still do it's normal Attack though. And it should drop you on land always when it grabs you. Also, the Wither should maybe just ram into you instead of Punching.
Well I can definetly see the point. I support, even though i never go to the end without an enchanted diamond sword. Its gives you a reason to spend your time getting OP armour and weaponry. Support.
I'm not a fan of these buffs though I appreciate the thought you put into them. Let me try to explain my feelings even if they're not as thought out as yours.
Adding more fantastic attacks to the Ender Dragon and Wither feels gimmicky. The Wither already has its script, the initial explosion, and then the Wither shield after it gets below half health. The Ender Dragon has less of a script but still an involved process starting with finding and exploring a Stronghold. Rather than adding more difficulty through new attacks I'd rather see the stakes raised in other ways - make the process to get to the boss more involved, make the rewards from the boss more useful (mostly looking at the Ender Dragon on this one of course), make the consequences of losing higher. Or even add new bosses. (I know, I can't believe I suggested this but I'm sure the limit isn't 2 bosses, I am sure there are new boss ideas that would fit in)
Anyway, I'll toss these thoughts out there for whatever they're worth.
I would even go so far as to say you should be able to kill the Ender Dragon like you did, IF you are on Easy, but if you are on a higher difficulty the fight gets harder with whatever tweaks are necessary.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Support.
The server was either set on Normal or Hard. I'm not sure exactly, but I know the Cavespiders cause poison, so it wasn't Easy.
I can find out later if it was important, but even on Easy, I should have at least gotten hit a couple times.
Other than that, full support.
Not a bad idea at all
Several things to think about though.
The Enderdragon has a fairly short tail for its model... Attacking with it would probably involve him/her doing a 180. IDK, I imagine that the attack would either be far too fast or heavy and slow. Besides, as it turns, hitting it will cause him to change direction anyways.
Foreclaw/Bite seem reasonable to me
What happens to the grabbed player? Does he just suddenly lose all control? Can he attack? Is the grab calculated as a very, very tall jump?
I like the fireballs... I think they exist on the Xbox version. Wonder if it'll make it to PC.
The exploding thing? The End is small. More hole would make it smaller. Less endstone for everyone
My main thought is that it doesn't really matter how much damage the dragon does, it is the behavior that's hard to get right. It homes in onto the player, dealing massive knockback. If you hit it, it changes its direction. all you have to do in reality is right click just as it comes close enough, and the enderdragon has to change direction. Even with an arsenal of nice moves, it's his nature that's flawed:
If you hit the dragon with seeds, he runs.
Moving on to the Wither.
I feel like adding Thorns wouldn't be the best idea. There's little... "counterplay (?)" when it comes to that. Basically, no matter how skilled you are, you'll always be hit by the Wither if he has thorns.
Spawning other mobs while fighting a boss mob? I guess that's okay, but if the wither effects stack you won't be able to regen fast enough. Also, when he's spawning wither skellies, you'll be forced to melee him. While his attack knocks you back, you'll be forced to deal with the Wither skeletons, while the Wither regens from Wither effect. There's also the chance that the wither will aggro the skeletons by hitting them with an accidental skull.
The 4x block RAGE mode would be cool. Maybe numbers and block griefing have to be altered, but I'd want to face that
The Wither's main problem is that if buffed too much, you can't touch him. He needs vulnerabilities because he's a boss that can regenerate, outmaneuvers and sometimes outranges you. (I don't think skulls have projectile fall-off; his abilities are limited by sight range) If you have to fight his minions and take damage when you attack him, you're in for a (nearly?) impossible time
TL;DR:
Bosses are inherently weak because they have to be. Once you figure out their gimmick, they're done. I agree buffs should happen (I have no idea how though), but some things won't work IMO.
(I don't know whether to give bosses genders or call them "it" D:)
Theorycrafting rant:
Making bosses "harder" in Minecraft is difficult because the combat system is frankly... limited. Making a bossfight harder in minecraft usually means making it longer. Dodge left. Dodge right. Do a 360 while hopping. Sneak. Fire an arrow at 35 degrees. If you miss, the boss regens and you have to do it all over again. Adding fancy moves may make the graphics more interesting though
I just needed to know if it was Easy.
I do agree with Stealthman917 about the lifting up and dropping thing. While incredibly cool sounding on paper, I'm not a fan of possible instant deaths at full health, except in very specific situations (like special enemies in Resident Evil, story based deaths, etc).
I will say this. I am not liking that the Ender Dragon is all about fire and explosions with this idea, or at least has some major explosion based attacks. I think you are missing a lot of opportunities to utilize the teleportation features of Ender Creatures. Here is an example based on your carry and drop attack.
Instead of it picking you in the air and dropping you, it shoots a projectile that teleports you into the air, at a semi-random location and height. However, to keep it fair, it will not drop you over Obsidian, Ender Crystals, or Bedrock (to prevent perching someone super high on an Obsidian Spire far from the fight), and it will take your difficulty and current health into consideration:
Those are just a few ideas. I am a fan of the concept, but not all the implementation.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Now I dare you to find me.
Anyways, I support. This adds variety instead of the normal “bash bash, bashbashbash” chipping away. It makes the Enderdragon boss more fun than tedious. Same thing for the Wither, though I think it needs to be tweaked down a little, the Wither is kinda already threatening with its Wither effect.
lol/Rant/Whatever of the…!: Beyond: Two Souls is a sad/depressing game. Not like the ending of Mother 3 isn’t more sad.
Make sure you got the cops on speed dial.
Wow, there's a lot here. I'll think about this. I can see how the dropping attack might be a bit difficult not only to implement but to deal with.
I'll make his new abilities scale with difficulty level as well, I knew I was forgetting something.
Thanks for the support, guys!
Maybe this can be a way to have Ender TNT? Or something similar?
Also, Enderflash is purple.
BA
"Wake me, when you need me."
Adding more fantastic attacks to the Ender Dragon and Wither feels gimmicky. The Wither already has its script, the initial explosion, and then the Wither shield after it gets below half health. The Ender Dragon has less of a script but still an involved process starting with finding and exploring a Stronghold. Rather than adding more difficulty through new attacks I'd rather see the stakes raised in other ways - make the process to get to the boss more involved, make the rewards from the boss more useful (mostly looking at the Ender Dragon on this one of course), make the consequences of losing higher. Or even add new bosses. (I know, I can't believe I suggested this but I'm sure the limit isn't 2 bosses, I am sure there are new boss ideas that would fit in)
Anyway, I'll toss these thoughts out there for whatever they're worth.
9/10 Support
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Yeah, they were focused on making it not OP. Then they made it under powered!
True wither is pretty strong.