1: I like the idea of it shooting a purple fireball (or enderball) which spreads a ring of fire. If the player were to be hit by said ring, 1, 2 or 3 endermen will turn hostile (depending on difficulty) hence allowing a sword to be useful.
2: I think that the ender crystals should be restored at certain times. In other words, the ender dragon flying over to the obsisian colums and spawning a new ender crystal when it's health gets to a certain percentage.
1st recrystal - 25% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% of it's health, but instead...
2nd recrystal - 50% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% or 50% of it's health, but instead...
3rd recrystal - 75% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% or 50% or 75% of it's health, but instead...
Last ditch tactic - Now that it's restored the crystals 3 times, it starts to fire more purple enderballs in a hope to hinder the player. It never respawn the crystals again, even if it reaches it's last 1% health.
3: It shouldn't flee when attacked except for when it's in the last ditch tactic stage, but when it's hit, it fires an enderball at the player automatically.
4: It should gain a better AI so it swoops you after it fires an enderball, provided the dragon is within a certain range to the player. This doesn't happen every time it fires one, but probably occur more often in comparison to how many times it's respawned the crystals.
5: If the player tries to destroy/mine the obsidian, the enderdragon should either instantly swoop the player, or summon an enderman to teleport to the player and attack him/her.
Thoughts?
Rollback Post to RevisionRollBack
I'm willing to be an alpha/beta tester for any map you have.
But as a boss chamber, wouldn't you want something a little, i don't know, more? I'm not trying to criticize, but as a boss chamber, it has a good start. But I would like something a little more grand. Even if it isn't grand like diamond-grand, just something that makes you know it's the boss chamber and it has a defining characteristic.
For example, the End spawns like a world generation:
Islands
Hills
Flat Areas
etc. While the Ender Dragon needs a buff (and badly, I might add), the End should be worked on hand-in-hand with the boss. If the boss gets new characteristics, the End should get an obvious boss chamber grandeur.
If you just want to change the appearance I guess that's ok. But no new blocks or anything radically different. The player shouldn't be too distracted.
What if the dragon could be able to pick up the player in her claws to let him fall in the void or simply crash on the ground? I mean, this would be an attack you have to worry about. But if you're caught, you can still, either slash him several times to try to kill him before you die, or send an enderpearl on the ground.
In the same manner, the knockback effect could be improved a lot in order to be a threat. Multiple attacks like this can lead you to the void quickly. Of course the AI would have to be redone in order the dragon to do several attack in a short time and in the direction of the closest cliff.
Urgh, no thanks. I remember in the hardcore Ender Dragon mod it used to do this. It was a completely unfair attack since there was no way of dodging it and it was pretty much insta-kill no matter what you did. Enderpearls did nothing because momentum was conserved, you would die anyway. It's a bit cheap to kill even the most prepared player like this.
2: I think that the ender crystals should be restored at certain times. In other words, the ender dragon flying over to the obsisian colums and spawning a new ender crystal when it's health gets to a certain percentage.
1st recrystal - 25% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% of it's health, but instead...
Not really adding anything new, it's just dragging out the fight longer and makes it more frustrating for the player.
If you just want to change the appearance I guess that's ok. But no new blocks or anything radically different. The player shouldn't be too distracted.
Yeah, that's what I was meaning. Definitely not anything new, though. Just a vamp.
The Ender Dragon really needs a revamp. It's pretty pathetic right now.
Here are my suggestions:
- The Dragon should shoot purple laser-like projectiles from its eyes as a quick-but-weak attack.
- It should also shoot fireballs that track the player. It would be quite powerful and cause an explosion. Certain times, it gives the player the "End Fire" potion effect, which will cause all the Endermen in the area to attack the player, regardless if he/she is looking at them.
- The Dragon will still retain its most powerful effect, its bodyslam/bite. It should knock back the player extremely far, so he/she won't be able to attack the Dragon at it's most vulnerable. Preferably, the Dragon should hit the player in such a way that he/she is likely to fall off the End Island.
I agree with you. That's why I suggested that they could be some way to dodge the attack, or to escape when hold.
In comparison with what you describe, it should obviously be less difficult.
I don't really see how you could make it weaker for players that have never experienced the attack though.
Players that know what's coming could dodge it, probably. But players that do not know the warning signs would get picked up and after only a few seconds they would already be too high up to avoid death. It's best just to leave it out.
1: I like the idea of it shooting a purple fireball (or enderball) which spreads a ring of fire. If the player were to be hit by said ring, 1, 2 or 3 endermen will turn hostile (depending on difficulty) hence allowing a sword to be useful.
2: I think that the ender crystals should be restored at certain times. In other words, the ender dragon flying over to the obsisian colums and spawning a new ender crystal when it's health gets to a certain percentage.
1st recrystal - 25% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% of it's health, but instead...
2nd recrystal - 50% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% or 50% of it's health, but instead...
3rd recrystal - 75% health lost. It respawns the crystals by flyin near the obsidian towers. The crystals eventually heal it back to 100% health (or if you're very quick, less than 100% health.) After this happens, the dragon doesn't restore the crystals when it loses 25% or 50% or 75% of it's health, but instead...
Last ditch tactic - Now that it's restored the crystals 3 times, it starts to fire more purple enderballs in a hope to hinder the player. It never respawn the crystals again, even if it reaches it's last 1% health.
3: It shouldn't flee when attacked except for when it's in the last ditch tactic stage, but when it's hit, it fires an enderball at the player automatically.
4: It should gain a better AI so it swoops you after it fires an enderball, provided the dragon is within a certain range to the player. This doesn't happen every time it fires one, but probably occur more often in comparison to how many times it's respawned the crystals.
5: If the player tries to destroy/mine the obsidian, the enderdragon should either instantly swoop the player, or summon an enderman to teleport to the player and attack him/her.
Thoughts?
Urgh, no thanks. I remember in the hardcore Ender Dragon mod it used to do this. It was a completely unfair attack since there was no way of dodging it and it was pretty much insta-kill no matter what you did. Enderpearls did nothing because momentum was conserved, you would die anyway. It's a bit cheap to kill even the most prepared player like this.
Not really adding anything new, it's just dragging out the fight longer and makes it more frustrating for the player.
Yeah, that's what I was meaning. Definitely not anything new, though. Just a vamp.
Here are my suggestions:
- The Dragon should shoot purple laser-like projectiles from its eyes as a quick-but-weak attack.
- It should also shoot fireballs that track the player. It would be quite powerful and cause an explosion. Certain times, it gives the player the "End Fire" potion effect, which will cause all the Endermen in the area to attack the player, regardless if he/she is looking at them.
- The Dragon will still retain its most powerful effect, its bodyslam/bite. It should knock back the player extremely far, so he/she won't be able to attack the Dragon at it's most vulnerable. Preferably, the Dragon should hit the player in such a way that he/she is likely to fall off the End Island.
Players that know what's coming could dodge it, probably. But players that do not know the warning signs would get picked up and after only a few seconds they would already be too high up to avoid death. It's best just to leave it out.