Thread: [Illerai] Eldrax, God of the Draconic (Visual + Mechanical update)

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  1. #11  
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    Quote Originally Posted by arch337 View Post
    Have you tried to make the red darker like the old one?
    The reasoning for his brighter red is because in this show off, he is in his second form. His first form has a darker red.

    Quote Originally Posted by Thrallix View Post
    The way that bothers me most is the old one had a unique look.
    The new one looks like a recoloured Elvarg...
    It still doesn't look bad whatsoever, but the old one looks sick.
    I think you mean Vorkath, and yes I do agree it does. Hence why there will be minor changes to give this dragon his own unique look
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    Looks great. The new look looks really unique. The old one looked simple as almost a normal dragon enlarged.
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    Eh. Your boss mechanics with the emphasis on ground targetted/dodgeable abilities that you are doing really shows the problem with tile based movement systems.
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  5. #14  
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    Quote Originally Posted by Advocatus View Post
    Eh. Your boss mechanics with the emphasis on ground targetted/dodgeable abilities that you are doing really shows the problem with tile based movement systems.
    Thanks for your feedback,
    Would you have anything to suggest to improve the boss?
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    Quote Originally Posted by Jeekusama View Post
    Thanks for your feedback,
    Would you have anything to suggest to improve the boss?
    One thing that really stands out is he keeps yelling "our kind will prevail." He needs more diversity because that would get annoying fast.
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    Quote Originally Posted by Advocatus View Post
    One thing that really stands out is he keeps yelling "our kind will prevail." He needs more diversity because that would get annoying fast.
    I see, but based on mechanical actions, what would you rather see him to? Do you feel as if the ‘dodging’ mechanic is overused? Would area of effect be more diverse? (E.g. Dragon Slayer 2 boss fight where he creates waves within the Water element phase)
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    Quote Originally Posted by Jeekusama View Post
    I see, but based on mechanical actions, what would you rather see him to? Do you feel as if the ‘dodging’ mechanic is overused? Would area of effect be more diverse? (E.g. Dragon Slayer 2 boss fight where he creates waves within the Water element phase)
    Eh. There are many options.
    Back in the day, one of my end bosses combined jad (different attack styles with different anims), dag mother (color changing to change weakness), with some other mechanics. It was a fun fight that required you to adapt, without being a too much of a click-fest.

    With these bosses you are showing off as is, I understand that the combat is more dynamic with you moving and kiting. However, the rs combat system at it's core is inflexible. With this type of boss fight, it really shows how clunky the tile based walking is. Also, it makes me long for the 'attack-move' of games like league of legends.
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  10. #18  
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    Quote Originally Posted by Advocatus View Post
    Eh. There are many options.
    Back in the day, one of my end bosses combined jad (different attack styles with different anims), dag mother (color changing to change weakness), with some other mechanics. It was a fun fight that required you to adapt, without being a too much of a click-fest.

    With these bosses you are showing off as is, I understand that the combat is more dynamic with you moving and kiting. However, the rs combat system at it's core is inflexible. With this type of boss fight, it really shows how clunky the tile based walking is. Also, it makes me long for the 'attack-move' of games like league of legends.
    I understand what you mean. And to be honest; it will assist the next boss creation and edits to this boss. Thank you for your input.
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