Anonymous asked:
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Competing with Modpacks
Given the ever-shifting nature of modpacks, it’s really hard to design a creature that will pose an even challenge reliably. With YogDwarves being heavily geared towards a very small pack, it’s fairly underpowered in many ways at present compared to packs with, say, KAMI armour (Thaumic Tinkerer) and bound blades (Blood Magic) and Flugel Tiaras (Botania).
In particular with the case of the Uberwidren boss, this means we need to try and work out what elements are fairly constant in the general modded environment and use that information to determine how to make our boss difficult.
so what is the difference between geek and nerd? I could never understand the difference :\
I’d complain about the numerous flaws in the new Tumblr icons, but I’m mostly just glad that I’m not too accustomed to them yet for this change to really mess me up.
Also I kinda feel like it’s a drop in the bucket with how Tumblr’s UI works already.
Think I’ve reasonably concluded the animations for the legs on this thing, next up is arms I think, heads should honestly be the easiest part.
The legs have 4 states total here. The default is just a static non-moving pose, followed by the cross-legged pose, a standing float animation, and a flying animation for movement.
Every part of those legs moving is not key-framed, it’s
all interpolated so no matter where he starts the motion is smooth.
This occasionally means his legs clip through each-other but the result I
feel is a model that looks all the more alive (compare with how player
arms pop into position when you start holding something or aiming a
bow).
Yes, he does hover around in that cross-leg pose when he’s idling.
eirawindsong-deactivated2017052 asked:
sassytail answered:
dude, yes!!! only if u show me a picture tho omg.
also my design for parts of the outfit is canon now, so I mean at this point at least it’d just be using the canon design.
I’d love to see photos too!
Boss Battle Balderich ™
Thinking about the boss battle Balderich sort of noted by @rinboz:
The average hero has an effective health total of roughly 260 (total of health, armour, and shields, with Tank heroes lifting it up a fair bit), so giving him around 1500 health (likely a ratio of armour:health similar to Reinhardt, so 2:3 meaning 500 armour and 1000 health) will mean he’s about as beefy as an entire enemy team.
Big issue I see is stun effects, freeze effects, and the matter of Bastion’s 500 DPS sentry mode. McCree or Ana waltz in and 1-click down him for the entire team to start wailing or Mei circle strafing him into an ice cube would make him a fairly negligible foe, and if he has any kind of wake-up period after breaking down the door then a single Bastion can likely dismantle him entirely. This means he probably needs to at least be resistent to stun effects and the like, and should definitely be able to multitask his energy barrier and rocket mace. No doubt his energy barrier is a lot more powerful than Reinhardt’s, though I’m not sure exactly how much more powerful.
Next issue is crowd control. It’s one big target versus probably six smaller targets, maybe even twelve, so he absolutely needs AoE attacks and defense. I’d say a good option would be that he can use the rocket mace for a sort of circular Earthshatter effect on a relatively short cooldown, maybe even have it charge up with damage absorbed by the energy barrier so the focus becomes more on flanking him and getting around the shield.
Mobility is also a concern, because even with the energy barrier and the big health pool, he’s basically a sitting duck. Reinhardt gets around this by using Charge, but let’s go a bit further. Balderich can have a charge (that he no doubt frequently uses to target Support heroes) but his mace also has spikes, let’s give him an ability secondary to Fire Strike that lets him hit targets in a cone with a short stun and a bit of knockback. That gives him a viable means of creating an opening to target the more vulnerable heroes, another helpful bit of crowd control.
So let’s summarise all this:
Balderich von Adler
BOSS
Health: 1000
Armour: 500
Abilities:
- Rocket Mace - Similar to Reinhardt’s own Rocket Hammer, can be used simultaneously with Energy Barrier
- Energy Barrier - Similar to Reinhardt’s own Energy Barrier, but substantially more powerful and always used to block the highest DPS aggressor(s). Absorbed damage also charges Call to Order.
- Charge - Identical to Reinhardt’s Charge, used preferentially to target Support heroes
- Fire Strike - Identical to Reinhardt’s Fire Strike ability, though with a slightly shorter cooldown.
- Spike Blast - Fires spikes from Balderich’s Rocket Mace at all visible targets in a cone, dealing slight damage and causing a second or so of stun, in addition to some slight knockback. Shares the cooldown of Fire Strike.
- Call to Order - Balderich slams his mace into the ground, causing a circular knockdown effect on all visible targets.
On your own with a fairly maneouverable hero, you might be able to down him, but he’s definitely more intended for a co-operative effort. In fact, he might even be best tackled with a Reinhardt buddy, which is a rather poetic possibility.
Just thinking about that gorgeous character art by Carolyn Lim, gonna spit out some ideas before slumber claims me:
An idea for balancing that came up in some discussion last night was to give the Uberwidren a healing ability, but rather than have it kick in when they are at low health already, have it be a passive ability connected to the add mobs (let’s call them widrenkinder or “wither children”).
The Uberwidren passively spawns widrenkinder, chiefly to block line of attack from nearby melee opponents who quickly get swarmed by them if they’re not careful. Each widrenkind keeps track of how much damage it has been dealt and, when they finally die, heal the parent Uberwidren by the same amount.
For a reasonable example, take a look at Ruseato of Seven Prison from Log Horizon’s second season. The Shadow Vanguard he spawns function similarly to our widrenkinder, healing him whenever they are slain.
This would give the Uberwidren a potent healing ability and also highlights an otherwise only moderately-useful item already in the mod: The Shoddy Crown. As an example of strategy, a two-man team could fight the Uberwidren with one fighting it in melee as normal whilst the other uses the Shoddy Crown to distract the widrenkinder and thereby reduce the boss’ opportunities for healing.
Thoughts?
mizukiayu asked:
Headlamps, and most other forms of mobile lighting, have a long history in Minecraft. Basically they’re very glitchy and having them work with any sense of stability is really tricky at best. Dwarves receiving the Shoddy Crown also seems like it could easily violate the kingdom establishment process I think, but it does raise an interesting possibility: Drawing aggro, because mobs nearby see your glittery headpiece and get distracted. I can probably manage that.
And yes, I know ingots have never had any purpose other than crafting, but that still doesn’t sit well with me. Vanilla ingots like iron, gold, etc. are all baselines, so they’re the pale canvas upon which we paint everything, and then seemingly every mod has sunk its roots deep into the canvas frame with their functionless crafting items.
I want to have a reason, independent of crafting, to make dwarven steel, something to increase its value to me when I find it in a dungeon chest, something to make it stand out, beyond just “oh hey I can make that thing now”.
