Bosses are masters of illusions that came up with their own way of creating doppelgangers. Invade their base (where they create and practice their techniques) and study the surroundings to figure out how to identify the original.
Possible Mechanics (not all, just ideas that get the ball rolling)
1. Using tools - Tools identify and activate a damage phase. Like a shield to reflect light in the eyes to make the original flinch as a simple example. (fakes imitate boss and boss is immune to damage while guard is up forcing the need for damage phase)
2. Using Sound - The one making sound is real. (all fakes have same hp and take same damage as original causing need to search)
3. Antidote - Boss uses gas to make you hallucinate. Create antidote using bosses equipment. (maybe a protect the station from boss/adds type, or boss has multiple gasses and requires creating multiple brews)
Difficulty Scales (how mean the devs want to be)
Easy - Fakes deal no damage.
Normal - Fakes deal 10%, 25%, or 50% damage as original.
Evil - Fakes deal equal damage as original. (I like this one)
Perhaps a stage in there as well with adds, the adds being doppelgängers the boss created of your own raid members, and the members who have a doppelgänger of themselves up are effectively mezzed/silenced until their doppelgänger is defeated?
"Each player must accept the cards life deals him or her, but once they are in hand, he or she alone must decide how to play the cards in order to win the game." ~Voltaire
Ahdora wrote:Perhaps a stage in there as well with adds, the adds being doppelgängers the boss created of your own raid members, and the members who have a doppelgänger of themselves up are effectively mezzed/silenced until their doppelgänger is defeated?
Honestly, I didn't think of that at all but now that you mention it those could be minor mechanics mixed in.
Your comment sparked these ideas.
Attackers - some amount of players are cloned and attack the group (have equal stats to the respected player or something like that, like dps clone would have more atk, but have less armor than tank clone)
Mirror - clones created on outer edge of the room, you must stay on opposite side from boss so clone can't mess with you with debuffs/status effects (meaning the boss has to be between you and your clone)
Shadow - Your clone follows you at a small distance and can be hurt by projectiles/aoe and if clone dies it could blow up creating a damage aoe or even just straight damage to you (following at like 3 character models away)
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