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- May 31, 2022
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the admins said theyre working on new slayers update. So i made myself a fun challange to try to predict what will happen so heres what i would change if i could. and like add my own t5 bosses and change stuff around and balance the slayers as much as i can.
Ill try to make the bosses the level of difficulty i think it should be. so obviously t5 spider and wolf will not even be close to t5 voidgloom.
Note I will not be including Blaze slayer in this maybe cuz im bad at it. (Like tbf i did blaze slayer but im not experienced at it much. my slayers are 9/7/7/7/4 and also 5 in vamp which is max)
Zombie Slayer:
I think t1 to t3 zombies are well balanced and not too easy or hard for its game stage so i will not be changing those. However i will be changing the t4 and t5 zombies perks
T4 Zombie:
Health: 1.5M --> 2.5M
Damage: 400 --> 600
Rest all for t4 is unchanged.
T5 Zombie:
Damage: 2400 --> 3000
Health: 10M --> 12M
T5 Zombie Abilities:
Life Drain: Would be much much stronger than t4's life drain. However this ability is turned off during its Enraged phase.
Enraged: Every 20 seconds the boss will enter an enraged state where for 10 seconds the boss's armor turns red and its damage is buffed from 3600 --> 6000. Its other abilites are buffed as well. It is only during this phase that the boss does the tnt throwing thing.
Explosive assault now only activates during the enraged phase but deals much more damage
Thermonuclear: Instead of activating on certain intervals like before, it will now activate when the boss is at 1/2 hp(6M hp) . The animation is significantly faster and does 10x your health as true damage if you are caught in the blast. The boss is now invulnerable when entering and during the thermonuclear phase.
New Ability: Summonable Baby Assassins: Summons two baby zombies that deal 750 damage and fight along with the boss. They have 500k hp each.
They are summoned when the boss is at 1/4 health (3M hp). The baby zombies gain extra 250 damage every 10 seconds they are alive.
Spider Slayer:
Now spider slayer isnt the most popular slayer because it has no valuable drops and is extremely easy even for an early game player so i will buff it in all tiers except tier 1.
T2 Spider
Health: 30k --> 50k
Damage: 45 --> 100
T3 Spider
Health: 900k --> 1.5M
Damage: 210 --> 400
T4 Spider
Health: 2.4M --> 5M
Damage: 530 --> 750
T5 Spider
Health 15M
Damage: 4500
Abilities:
I see these abilities called Combat Jump and Noxious but these literally do nothing and are bugged maybe. The t4 spider literally has 2 abilities which are maybe bugged. So i will be revamping all abilities
T1 abilites:
Merged Spider: Gains the abilities of all the spiders existing in the spiders den(like dashing like dashing spider and shoooting webs like weaver spiders)
but the ability is weaker compared to the respective spiders.(Also the boss only dashes when it is not close to the player)
T2 abilities:
Merged Spider is now stronger than t1's ability but is still weaker than the respective spiders.
Poisonous Bite: Whenever the boss hits the player, they are infected with a poison effect dealing 40 damage per second ( similar to poison potion level 3)
T3 abilities:
Super Spider: Merged Spider is now renamed to super spider and it does the attacks twice as fast and dealing twice the damage of the respective spiders.
Venomous bite: Poisonous bite is now renamed to venomous bite dealing 120 damage per second ( twice as powerful as poison potion level 4)
The Broodchildren: Summons two cave spiders called "broodchild" that have 150k do not do any damage to the player but instead run away from the player in a slow speed. The player must kill them within 30 seconds or else they will be absorbed back into the boss healing the boss for the sum of all broodchildren's health.
T4 abilities:
Super spider: It is even more faster now dealing 5 times the damage of the respective spiders and 3 times less cooldown.
Venomous bite: now deals 210 damage per second
The Broodchildren: Now spawns three broodchildren each having 450k hp. They heal the boss for twice of sum of all their health combined and the player only has 25 seconds to kill them.
Adrenaline rush: When the boss is at 1/5 hp (1M hp), the boss starts moving extremely fast and dealing much more damage.
T5 abilities
Ultra Spider: Super spider has been renamed to Ultra spider. it now shoots the cobwebs extremely fast dealing tons of damage. If one stands in one spot for too long they will die to this.
The Death Bite: Venomous bite has been renamed to the death bite. Dealing 350 Damage per second. A new item, Antidote bow makes this much poison much easier to deal with and is absolutely required to beat the boss.
The broodchildren: Now spawns four broodchildren having 2.5M hp each. They heal the boss back to FULL health if they are not killed within 20 seconds.
Adrenaline rush is now a passive meaning it is activated throughout the boss fight
The Spider Lord: Activated 4 times when reaching the following health (12M,9M,6M,3M). When reaching 12M hp, the boss becomes invulnerable and spawns a new T1 spider boss. The T5 boss cannot be damaged further until the T1 boss has been defeated. When the t1 Boss is defeated the boss can take damage. This is done again at 9M hp with a t2 spider then at 6m hp with a t3 spider then at 3m with a t4 spider.
New Drops:
Adrenaline Injection: Drops from T4 and T5 boss with a (0.8% and 1% chance respectively). It is a pet item given to a pet to increase its speed by 10%.
Bane of Arthopods 7: Drops from T5 boss with a 0.05% drop rate
Tarantula upgrader : Drops from T3+ bosses with a (0.5,0.8,1% chances respectively)Crafting ingredient. 1 of this with 1 stack of tarantula web along with 6 stacks of enchanted emeralds and a tarantula talisman can craft the Tarantula ring which is an epic talisman.
The Spider Lord's Artifact Blueprint: Drops from T5 bosses with a 0.05% drop rate. Crafting ingredient. 1 of this with 1 stack of tarantula silk and 6 stacks of enchanted emerald blocks crafts the tarantula Artifact which which is a legendary talisman
Poison Cure: Drops from T3+ bosses and is a crafting ingredient for the antidote bow.
Tarantula Fragments: Dropped from T5 bosses with a chance of 0.25%
New items
Antidote Bow: New bow that has +50 Damage, +30 Strength, +50 Crit damage. When an arrow hits a mob, its poison damage is reduced by 15% upon each consecutive hit upto 5 hits reducing posion damage by 75%. But the antidote bow's effect only lasts for 45 seconds after which the enemy has to be shot again. Once the same enemy has been hit 15 times with the antidote bow, it developes resistance to the antidote and it will not work against that particular enemy anymore
Tarantula ring: Every 9th hit on the same enemy deals 12.5% more damage.
Tarantula Artifact: Every 8th hit on the same enemy deals 15% more damage.
Spider Lord Armor: Upgraded version of the Tarantula Armor. it is crafted of 8 fragments and one tarantula armor piece to make one piece of spider lord armor. Heres its stats comparision.
Its ability is also buffed: Instead of reducing healing by 40% for 4 seconds and dealing double damage every fourth hit like tarantula armor , spider lord armor reduces healing for 60% for 6 seconds and deals 2.5x damage every fourth hit. Woah that was a lot for spider slayer.
Wolf Slayer:
Honestly wolf slayer is pretty balanced right now. While T4 wolf having less health and damage compared to our new t4 spiders, its true damage makes up for it. But i would buff the health a little bit
I would change some stuff up tho starting with changing the xp the wolves give. Like seriously spawning wolf boss is harder than the wolf boss itself. you can spawn the boss in 2 places, the hub ruins and the howling cave. Hub wolves give like no xp at all and take forever to spawn a boss and howling cave is dominated by hype sweats killing everything before you can even touch it. I bought a hyperion once thinking to actually kill some wolves but even WITH hyperion I found it extremely difficult to spawn it. So i would recommend buffing the xp wolves from both areas give. along with a teeny tiny joke of howling cave mobs being immune to magic damage( ok that was a joke dont kill me hype sweats). I would also say to remove the invincibility period the boss gives when spawning the pups.
Anyway the t4 wolf dosent have a new ability so i gotta add it great.
T4 Wolf
Health: 2M --> 3M
Pups Health 200k --> 300k
Damage: 440 --> 600
True Damage: 200 --> 100 (yes debuff)
T5 Wolf
Health: 16M
Pups Health 1.6M
Damage: 1200
True Damage: 300
Abilities:
All existing abilities are the same.
T4 Abilities
New Ability: Magic Breaker: When Magic damage is dealt to it, it reflects 10000% of the damage dealt back to the attacker.(next ability is the real one i promise)
New Ability: Throwable Prism: Every once in a while, the boss throws a prism (glass block) on the ground. When it is on the ground, it messes with light rays and scattering them everywhere causing you permenant nausea and blindness. To get rid of it simply mine at it for 3 seconds.
T5 Abilities
New Ability: Wolf King's Wrath: Once the boss reaches 2M hp, it gains 800 damage and 50 true damage instantly and gains 80 damage and 5 true damage every 5 seconds afterward.
New Power Orb!
Introducing the NEW and the best power orb, the superflux power orb!
The Superflux Power Orb which is better than plasmaflux. It has a similar texture to plasmaflux but with a dark blue color! Instead of granting +125 mana regen,healing 3% max hp per second,giving 7.5 vitality and mending and 35 strength like plasmaflux, it grants +150 mana regen, 4% max hp per second healing, +10 vitality and mending and +50 strength.
The Power Core is obtained from the darker auction during scorpious mayorship just like the plasma nucleus. The plasma nucleus is no longer obtained in the darker auction but is instead dropped by the T5 wolf as seen in the drops section below. All existing Plasmaflux power orbs have been upgraded into superfluxes to make sure the players who already crafted it dont lose anything. all existing plasma nuclei have been converted into power cores.
New Drops! ( or drop)
Plasma Nucleus: Dropped by T5 Wolf with a 0.001% chance
Ive only decided to add only one drop because wolf slayer has enough drops already.
Finally Voidgloom Slayer!
Enderman Slayer
Dont even get me started on this. This is the most unbalanced slayer ive ever seen. The earlier tiers are too strong ( looking at you tier 3) for players who get into enderman slayer. This is because the stuff you need to kill them is only unlocked once you get a decent enderman slayer level. For example, beginners who want to do a t3 enderman need final destination armor. but to use that you need to get enderman slayer level 4 which needs 1500 xp. So your only choice is to get carried until there or do like 800 t2 bosses until you get it. The difference between t1 and t2 is actually insane. As of now i have over 400+ t4 eman kills and i am telling you, for me beating t2 was harder than beating t4. So here we go.
Requirement changes:
Final Destination Armor: 4 --> 3
Voidedge Katana> 3 --> 2
Vorpal Katana --> 5 -->3
Atomsplit Katana 6 -->5
Juju Shortbow 5 --> 9 (this is a joke)
Now lets debuff the bosses
T1
Health: 300k --> 150k
Damage: 1.2k --> 800
T2
Health: 12M --> 6M
Damage: 5k --> 4k
T3
Health: 50M --> 60M (yes buff)
Damage: 12k --> 10k
T4
Health: 210M --> 300M
Damage: 21k --> 18k
T5
Health: 1.2B
Damage: 25k
Hits: 120
All boss abilities are good actually except hitshield. But please make the boss not teleport somewhere else before starting laser phase pls i cant phase skip it
Hitshield Phase hits:
T3 60 --> 50
T4 100 --> 75
This is literally everything i want to change about t4 so heres t5
T5 Abilities are buffed a lot compared to t4
Hitshield: It gains +5000 damage every second it is active and has 120 hits.
AOE: Deals massive aoe damage
Laser Phase: Instead of spawning 4 sets of 3 lasers it spawns 8 sets of 8 laster. This ensures the player cannot jump over the lasers and has to move along with the lasers to not take damage. Touching a laser deals 90% of the players max hp as true damage and reduces vitality by 33%.
Beacons: Beacons are now thrown in pairs ( 2 at a time). The player only has 3 seconds to "kill" the beacon. Once you get one beacon the timer for the other resets back to 3 seconds
New Ability: Voidgloom's Whip: Every once in a while, the boss stops moving and stops all other attacks going on and uses a massive fire whip to damage the player. The player cannot deal damage to it during this phase. The player must go to safe spots on the ground which are indicated by water particles on the ground to be safe from the whip. being in contact with the whip instantly kills the player. Being in the water protects you from the whip.
This phase lasts for 10 seconds.
New Ability: Sweep attack: Once in a while the voidgloom freezes in place for 3 seconds and charges up the attack. Once the 3 seconds are over, it releases a massive line of dark matter represented as gray and black concrete block entities. The line spins extremely fast around the voidgloom, instakilling everything in its way including the player. The player must jump over the line to avoid the attack.
New Ability: Super AOE: AOE damage range is infinite now and the player has to constantly heal
So heres how the t5 boss would go:
spawn (1.2b hp)
1st hitshield (1.2b hp)
1st whip (1.1b hp)
1st laser (1b hp)
1st sweep (900m hp)
2nd hitshield(800m hp)
2nd whip (700m hp)
2nd laser (600m hp)
beacons start (600m hp)
2nd sweep(500m)
3rd hitshield (400m hp)
heads start (400m hp)
3rd whip (300m)
3rd laser (200m hp)
3rd sweep (100m)
dead (0 hp)
Vampire Slayer
So the rift slayer. Vampire Slayer already has a T5 but i think that T1-4 are balanced and i wont be changing those but why tf is T5 so hard man
.
I have maxed everything in the rift but its too hard to do a t5 for me. For me the ping is around 250ms which maybe why im dying to t5 so much.
I got max vampire slayer level with t4s. Its not that it does too much damage but if you do a single mistake like missing an impel or missing a mania you just die. Heres what i would change
T5
Twinclaws:
Every 7 seconds --> every 10 seconds
8 hearts --> 6 hearts
Ichors:
100 damage --> 60 damage ( if it does 100 damage we die but if it does less than 70 damage we can survive with ice but ill do 60 to survive everything else it throws at us)
Every 25 seconds --> 30 Seconds ( to account for new twinclaw time)
REMOVE STONEWRATH RIGHT NOW
Mania 22 seconds --> 15 seconds (pls)
4 rings--> 3 rings.
15 hearts damage --> 8 hearts
Impels
2 seconds time --> 2.5
20 hearts damage --> 10 hearts
Ill be happy if they make t5 not kill you if you make a mistake. I have around 2 t5 completions of which the first one was with help from random guy
and second one was just a fluke. Thats it guys cya!
If you read everything, Thank you so much! It took me 4 hours to write this and think of ideas and so on to make this. obviously we are not getting this much but its just a fun thing i did today. This is the longest thread ive written.







Ill try to make the bosses the level of difficulty i think it should be. so obviously t5 spider and wolf will not even be close to t5 voidgloom.
Note I will not be including Blaze slayer in this maybe cuz im bad at it. (Like tbf i did blaze slayer but im not experienced at it much. my slayers are 9/7/7/7/4 and also 5 in vamp which is max)
Zombie Slayer:
I think t1 to t3 zombies are well balanced and not too easy or hard for its game stage so i will not be changing those. However i will be changing the t4 and t5 zombies perks
T4 Zombie:
Health: 1.5M --> 2.5M
Damage: 400 --> 600
Rest all for t4 is unchanged.
T5 Zombie:
Damage: 2400 --> 3000
Health: 10M --> 12M
T5 Zombie Abilities:
Life Drain: Would be much much stronger than t4's life drain. However this ability is turned off during its Enraged phase.
Enraged: Every 20 seconds the boss will enter an enraged state where for 10 seconds the boss's armor turns red and its damage is buffed from 3600 --> 6000. Its other abilites are buffed as well. It is only during this phase that the boss does the tnt throwing thing.
Explosive assault now only activates during the enraged phase but deals much more damage
Thermonuclear: Instead of activating on certain intervals like before, it will now activate when the boss is at 1/2 hp(6M hp) . The animation is significantly faster and does 10x your health as true damage if you are caught in the blast. The boss is now invulnerable when entering and during the thermonuclear phase.
New Ability: Summonable Baby Assassins: Summons two baby zombies that deal 750 damage and fight along with the boss. They have 500k hp each.
They are summoned when the boss is at 1/4 health (3M hp). The baby zombies gain extra 250 damage every 10 seconds they are alive.
Spider Slayer:
Now spider slayer isnt the most popular slayer because it has no valuable drops and is extremely easy even for an early game player so i will buff it in all tiers except tier 1.
T2 Spider
Health: 30k --> 50k
Damage: 45 --> 100
T3 Spider
Health: 900k --> 1.5M
Damage: 210 --> 400
T4 Spider
Health: 2.4M --> 5M
Damage: 530 --> 750
T5 Spider
Health 15M
Damage: 4500
Abilities:
I see these abilities called Combat Jump and Noxious but these literally do nothing and are bugged maybe. The t4 spider literally has 2 abilities which are maybe bugged. So i will be revamping all abilities
T1 abilites:
Merged Spider: Gains the abilities of all the spiders existing in the spiders den(like dashing like dashing spider and shoooting webs like weaver spiders)
but the ability is weaker compared to the respective spiders.(Also the boss only dashes when it is not close to the player)
T2 abilities:
Merged Spider is now stronger than t1's ability but is still weaker than the respective spiders.
Poisonous Bite: Whenever the boss hits the player, they are infected with a poison effect dealing 40 damage per second ( similar to poison potion level 3)
T3 abilities:
Super Spider: Merged Spider is now renamed to super spider and it does the attacks twice as fast and dealing twice the damage of the respective spiders.
Venomous bite: Poisonous bite is now renamed to venomous bite dealing 120 damage per second ( twice as powerful as poison potion level 4)
The Broodchildren: Summons two cave spiders called "broodchild" that have 150k do not do any damage to the player but instead run away from the player in a slow speed. The player must kill them within 30 seconds or else they will be absorbed back into the boss healing the boss for the sum of all broodchildren's health.
T4 abilities:
Super spider: It is even more faster now dealing 5 times the damage of the respective spiders and 3 times less cooldown.
Venomous bite: now deals 210 damage per second
The Broodchildren: Now spawns three broodchildren each having 450k hp. They heal the boss for twice of sum of all their health combined and the player only has 25 seconds to kill them.
Adrenaline rush: When the boss is at 1/5 hp (1M hp), the boss starts moving extremely fast and dealing much more damage.
T5 abilities
Ultra Spider: Super spider has been renamed to Ultra spider. it now shoots the cobwebs extremely fast dealing tons of damage. If one stands in one spot for too long they will die to this.
The Death Bite: Venomous bite has been renamed to the death bite. Dealing 350 Damage per second. A new item, Antidote bow makes this much poison much easier to deal with and is absolutely required to beat the boss.
The broodchildren: Now spawns four broodchildren having 2.5M hp each. They heal the boss back to FULL health if they are not killed within 20 seconds.
Adrenaline rush is now a passive meaning it is activated throughout the boss fight
The Spider Lord: Activated 4 times when reaching the following health (12M,9M,6M,3M). When reaching 12M hp, the boss becomes invulnerable and spawns a new T1 spider boss. The T5 boss cannot be damaged further until the T1 boss has been defeated. When the t1 Boss is defeated the boss can take damage. This is done again at 9M hp with a t2 spider then at 6m hp with a t3 spider then at 3m with a t4 spider.
New Drops:
Adrenaline Injection: Drops from T4 and T5 boss with a (0.8% and 1% chance respectively). It is a pet item given to a pet to increase its speed by 10%.
Bane of Arthopods 7: Drops from T5 boss with a 0.05% drop rate
Tarantula upgrader : Drops from T3+ bosses with a (0.5,0.8,1% chances respectively)Crafting ingredient. 1 of this with 1 stack of tarantula web along with 6 stacks of enchanted emeralds and a tarantula talisman can craft the Tarantula ring which is an epic talisman.
The Spider Lord's Artifact Blueprint: Drops from T5 bosses with a 0.05% drop rate. Crafting ingredient. 1 of this with 1 stack of tarantula silk and 6 stacks of enchanted emerald blocks crafts the tarantula Artifact which which is a legendary talisman
Poison Cure: Drops from T3+ bosses and is a crafting ingredient for the antidote bow.
Tarantula Fragments: Dropped from T5 bosses with a chance of 0.25%
New items
Antidote Bow: New bow that has +50 Damage, +30 Strength, +50 Crit damage. When an arrow hits a mob, its poison damage is reduced by 15% upon each consecutive hit upto 5 hits reducing posion damage by 75%. But the antidote bow's effect only lasts for 45 seconds after which the enemy has to be shot again. Once the same enemy has been hit 15 times with the antidote bow, it developes resistance to the antidote and it will not work against that particular enemy anymore
Tarantula ring: Every 9th hit on the same enemy deals 12.5% more damage.
Tarantula Artifact: Every 8th hit on the same enemy deals 15% more damage.
Spider Lord Armor: Upgraded version of the Tarantula Armor. it is crafted of 8 fragments and one tarantula armor piece to make one piece of spider lord armor. Heres its stats comparision.
Stat | Tarantula Armor | Spider Armor |
Speed | 5 | 10 |
Intelligence | 250 | 350 |
Health | 350 | 500 |
Defence | 200 | 300 |
Its ability is also buffed: Instead of reducing healing by 40% for 4 seconds and dealing double damage every fourth hit like tarantula armor , spider lord armor reduces healing for 60% for 6 seconds and deals 2.5x damage every fourth hit. Woah that was a lot for spider slayer.
Wolf Slayer:
Honestly wolf slayer is pretty balanced right now. While T4 wolf having less health and damage compared to our new t4 spiders, its true damage makes up for it. But i would buff the health a little bit
I would change some stuff up tho starting with changing the xp the wolves give. Like seriously spawning wolf boss is harder than the wolf boss itself. you can spawn the boss in 2 places, the hub ruins and the howling cave. Hub wolves give like no xp at all and take forever to spawn a boss and howling cave is dominated by hype sweats killing everything before you can even touch it. I bought a hyperion once thinking to actually kill some wolves but even WITH hyperion I found it extremely difficult to spawn it. So i would recommend buffing the xp wolves from both areas give. along with a teeny tiny joke of howling cave mobs being immune to magic damage( ok that was a joke dont kill me hype sweats). I would also say to remove the invincibility period the boss gives when spawning the pups.
Anyway the t4 wolf dosent have a new ability so i gotta add it great.
T4 Wolf
Health: 2M --> 3M
Pups Health 200k --> 300k
Damage: 440 --> 600
True Damage: 200 --> 100 (yes debuff)
T5 Wolf
Health: 16M
Pups Health 1.6M
Damage: 1200
True Damage: 300
Abilities:
All existing abilities are the same.
T4 Abilities
New Ability: Magic Breaker: When Magic damage is dealt to it, it reflects 10000% of the damage dealt back to the attacker.(next ability is the real one i promise)
New Ability: Throwable Prism: Every once in a while, the boss throws a prism (glass block) on the ground. When it is on the ground, it messes with light rays and scattering them everywhere causing you permenant nausea and blindness. To get rid of it simply mine at it for 3 seconds.
T5 Abilities
New Ability: Wolf King's Wrath: Once the boss reaches 2M hp, it gains 800 damage and 50 true damage instantly and gains 80 damage and 5 true damage every 5 seconds afterward.
New Power Orb!
Introducing the NEW and the best power orb, the superflux power orb!
The Superflux Power Orb which is better than plasmaflux. It has a similar texture to plasmaflux but with a dark blue color! Instead of granting +125 mana regen,healing 3% max hp per second,giving 7.5 vitality and mending and 35 strength like plasmaflux, it grants +150 mana regen, 4% max hp per second healing, +10 vitality and mending and +50 strength.
The Power Core is obtained from the darker auction during scorpious mayorship just like the plasma nucleus. The plasma nucleus is no longer obtained in the darker auction but is instead dropped by the T5 wolf as seen in the drops section below. All existing Plasmaflux power orbs have been upgraded into superfluxes to make sure the players who already crafted it dont lose anything. all existing plasma nuclei have been converted into power cores.
New Drops! ( or drop)
Plasma Nucleus: Dropped by T5 Wolf with a 0.001% chance
Ive only decided to add only one drop because wolf slayer has enough drops already.
Finally Voidgloom Slayer!
Enderman Slayer
Dont even get me started on this. This is the most unbalanced slayer ive ever seen. The earlier tiers are too strong ( looking at you tier 3) for players who get into enderman slayer. This is because the stuff you need to kill them is only unlocked once you get a decent enderman slayer level. For example, beginners who want to do a t3 enderman need final destination armor. but to use that you need to get enderman slayer level 4 which needs 1500 xp. So your only choice is to get carried until there or do like 800 t2 bosses until you get it. The difference between t1 and t2 is actually insane. As of now i have over 400+ t4 eman kills and i am telling you, for me beating t2 was harder than beating t4. So here we go.
Requirement changes:
Final Destination Armor: 4 --> 3
Voidedge Katana> 3 --> 2
Vorpal Katana --> 5 -->3
Atomsplit Katana 6 -->5
Juju Shortbow 5 --> 9 (this is a joke)
Now lets debuff the bosses
T1
Health: 300k --> 150k
Damage: 1.2k --> 800
T2
Health: 12M --> 6M
Damage: 5k --> 4k
T3
Health: 50M --> 60M (yes buff)
Damage: 12k --> 10k
T4
Health: 210M --> 300M
Damage: 21k --> 18k
T5
Health: 1.2B
Damage: 25k
Hits: 120
All boss abilities are good actually except hitshield. But please make the boss not teleport somewhere else before starting laser phase pls i cant phase skip it
Hitshield Phase hits:
T3 60 --> 50
T4 100 --> 75
This is literally everything i want to change about t4 so heres t5
T5 Abilities are buffed a lot compared to t4
Hitshield: It gains +5000 damage every second it is active and has 120 hits.
AOE: Deals massive aoe damage
Laser Phase: Instead of spawning 4 sets of 3 lasers it spawns 8 sets of 8 laster. This ensures the player cannot jump over the lasers and has to move along with the lasers to not take damage. Touching a laser deals 90% of the players max hp as true damage and reduces vitality by 33%.
Beacons: Beacons are now thrown in pairs ( 2 at a time). The player only has 3 seconds to "kill" the beacon. Once you get one beacon the timer for the other resets back to 3 seconds
New Ability: Voidgloom's Whip: Every once in a while, the boss stops moving and stops all other attacks going on and uses a massive fire whip to damage the player. The player cannot deal damage to it during this phase. The player must go to safe spots on the ground which are indicated by water particles on the ground to be safe from the whip. being in contact with the whip instantly kills the player. Being in the water protects you from the whip.
This phase lasts for 10 seconds.
New Ability: Sweep attack: Once in a while the voidgloom freezes in place for 3 seconds and charges up the attack. Once the 3 seconds are over, it releases a massive line of dark matter represented as gray and black concrete block entities. The line spins extremely fast around the voidgloom, instakilling everything in its way including the player. The player must jump over the line to avoid the attack.
New Ability: Super AOE: AOE damage range is infinite now and the player has to constantly heal
So heres how the t5 boss would go:
spawn (1.2b hp)
1st hitshield (1.2b hp)
1st whip (1.1b hp)
1st laser (1b hp)
1st sweep (900m hp)
2nd hitshield(800m hp)
2nd whip (700m hp)
2nd laser (600m hp)
beacons start (600m hp)
2nd sweep(500m)
3rd hitshield (400m hp)
heads start (400m hp)
3rd whip (300m)
3rd laser (200m hp)
3rd sweep (100m)
dead (0 hp)
Vampire Slayer
So the rift slayer. Vampire Slayer already has a T5 but i think that T1-4 are balanced and i wont be changing those but why tf is T5 so hard man
I have maxed everything in the rift but its too hard to do a t5 for me. For me the ping is around 250ms which maybe why im dying to t5 so much.
I got max vampire slayer level with t4s. Its not that it does too much damage but if you do a single mistake like missing an impel or missing a mania you just die. Heres what i would change
T5
Twinclaws:
Every 7 seconds --> every 10 seconds
8 hearts --> 6 hearts
Ichors:
100 damage --> 60 damage ( if it does 100 damage we die but if it does less than 70 damage we can survive with ice but ill do 60 to survive everything else it throws at us)
Every 25 seconds --> 30 Seconds ( to account for new twinclaw time)
REMOVE STONEWRATH RIGHT NOW
Mania 22 seconds --> 15 seconds (pls)
4 rings--> 3 rings.
15 hearts damage --> 8 hearts
Impels
2 seconds time --> 2.5
20 hearts damage --> 10 hearts
Ill be happy if they make t5 not kill you if you make a mistake. I have around 2 t5 completions of which the first one was with help from random guy
and second one was just a fluke. Thats it guys cya!
If you read everything, Thank you so much! It took me 4 hours to write this and think of ideas and so on to make this. obviously we are not getting this much but its just a fun thing i did today. This is the longest thread ive written.