Phantom Bosses - Dark Sea Repeat boss fights

Phantom Bosses - Dark Sea Repeat boss fights
effort 4.95 20 quality 4.95 20 reasonability 4.85 20

just cheese her bro

imagine the boat flies and attacks you like a secondary boss

No comments are needed, 10/10

I was thinking about a Twin Boss like The Twins in Terraria, each one of them is unique and that would be extremely cool and unique

Edit: actually let me write a Suggestion idea about this rq

if only it was added ever lol

We’ll be fighting player shadows in the dark sea eventually, this doesn’t feel far off

Phantom revon will go hard

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Wow that was pretty cool

he’s actually a menace and uses a broadsword imbued with all 20 base magics

Unfortunately, he’s not a Mirage boss yet

awesome, apart form Atlantean calvus’s undodgeable nuke.

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oh right I forgot it isn’t in the planned features tab, it was mentioned in the trello patch notes for the update that elysium was added in.
I’d tell you where but I forgot.

Here’s my reasoning as to why it would be an interesting mechanic to work around:

  • It can still be blocked. It would still hit like a truck, but it’s not an impossible mechanic to deal with. All but the most glass cannon builds would be able to survive with base block chance, I think. In the original fight this is the case unless you get there really early.
  • Groups could coordinate and look up, figure out who is the target, and send them away to keep others out of the blast.
  • Players can bring blocking jewels, shields and defensive skills, healing and ironskin potions to mitigate the damage further. I think that making some equipment choices to make a fight easier is reasonable to expect out of end-game content.
  • I think the dynamic of having a window of time where you can just wail on a boss before taking a huge hit would be interesting - players would want to be cautious earlier on to avoid damage, and use their biggest moves when they have the free window to do so without risking the boss avoiding the attack.

I think this kind of thing would be what makes Phantom fights great, recontextualizing the most iconic moves of the bosses to make them stand out further, and be worthy of an end-game encounter: You can’t just hit the boss as usual to resolve the mechanic, you need to be prepared to deal with it.

I will make a note that having the nuke and Heavenly Array running at the same time could be too much - Maybe Heavenly Array fire simply pauses, or only targets the person targeted by the nuke so they have to spend time dodging before the hammer gets dropped? Pause would probably be best, taking solo play into account, they wouldn’t be able to take advantage of the damage window as intended otherwise.

Content.

nvm, those are good reasons. Voted.

then my suggestion better go through

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Which suggestion is that?

the one with 165+ votes about npcs and artificial difficulty

I feel like that applies more to the player-like enemies, I don’t recall Calvus ever blocking or parrying during the nuke charge for example. That was a good suggestion though, I hope it goes though.

Calvus very much still can parry while charging up his nuke