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Rdycheck - A boss design blog.

PostPosted: Sat Apr 04, 2015 8:21 pm
by Kaelang
Hey,

So, I've been interested in boss mechanics and boss design for a while now and thought I might as well start jotting down my creative impulses.

And thus 'Rdycheck' was born. A blog which will be updated daily with boss ideas which have come to my head throughout the day.

If you guys use wordpress a follow (if you're interested) would be lovely.

See my first post (Talrain, Warlock of the Ninth Legion) here: https://rdycheck.wordpress.com/

Cheers,
Kaelang.

Re: Rdycheck - A boss design blog.

PostPosted: Sun Apr 05, 2015 7:47 pm
by Kaelang
Second boss design updated :)

Meet Zayent, Lord of the Shadow Realm: https://rdycheck.wordpress.com/2015/04/ ... dow-realm/

Re: Rdycheck - A boss design blog.

PostPosted: Mon Apr 06, 2015 7:06 pm
by Kaelang
Introducing Magma Champion Vortus. a DPS check boss with an interesting reflective damage mechanic, read more: ​https://rdycheck.wordpress.com/2015/04/06/3-magma-champion-vortus/

Re: Rdycheck - A boss design blog.

PostPosted: Tue Apr 07, 2015 8:28 am
by Punkize
Good job man ! :-D Looks cleeeeeeen

Re: Rdycheck - A boss design blog.

PostPosted: Tue Apr 07, 2015 2:19 pm
by Szabinger
I just checked the first boss. So the first problem is grammar. Please work on that (for example decreasing health by 2% in Blizz terminology means reducing max health, "dealing damage equal to the 2% of the player's max health" is less ambiguous.). Second is, that on the first boss nothing prevents the raid from stacking on each other, making the prisons and ghoul aoe phases too easy.

Re: Rdycheck - A boss design blog.

PostPosted: Tue Apr 07, 2015 2:53 pm
by Kaelang
Szabinger wrote:I just checked the first boss. So the first problem is grammar. Please work on that (for example decreasing health by 2% in Blizz terminology means reducing max health, "dealing damage equal to the 2% of the player's max health" is less ambiguous.). Second is, that on the first boss nothing prevents the raid from stacking on each other, making the prisons and ghoul aoe phases too easy.


Hey,

Thanks for the constructive criticism. I'll be sure to work on the grammar of my posts :)

The first boss is an introductory boss, it's not meant to be a difficult fight, players can group up throughout if they wish to.

That being said, it did cross my mind to add a form of area of effect damage mechanic to the prisons but I decided against it. :D

Re: Rdycheck - A boss design blog.

PostPosted: Tue Apr 07, 2015 7:59 pm
by Kaelang
Introducing the Savage Kenoa: https://rdycheck.wordpress.com/2015/04/ ... age-kenoa/

This boss requires a raid to be constantly moving whilst pushing out some high DPS and HPS. A slightly complex fight with a lot of potential for a raid wipe. :)

Enjoy.

Re: Rdycheck - A boss design blog.

PostPosted: Wed Apr 08, 2015 8:16 pm
by Kaelang
Introducing my most complex design yet, a final boss encounter with 6 phases. :D

Meet Archmage Amuran https://rdycheck.wordpress.com/2015/04/ ... ge-amuran/

Re: Rdycheck - A boss design blog.

PostPosted: Thu Apr 09, 2015 9:29 pm
by Kaelang
Introducing Hydris the Winged Serpent: https://rdycheck.wordpress.com/2015/04/ ... d-serpent/

Re: Rdycheck - A boss design blog.

PostPosted: Fri Apr 10, 2015 8:46 pm
by Kaelang
Introducing Orion, The Soul Reaper: ​https://rdycheck.wordpress.com/2015/04/10/6-orion-the-soul-reaper/