Board Thread:Suggestions/@comment-29781728-20170913031916

Don't forget about the FAMAS, though.

Continuing with the theme of Lord Pumpkin constantly returning to battle the survivors, I'm suggesting this because it continues to make sense and is a pretty cool idea for a boss anyway, imo.

Also, maybe I'm suggesting this because it will be easier to write background stories.

Everyone knows what a scarecrow is, unless you only know about the dude from Batman, and even then he's sort of similar. Essentially, scarecrow would just be a boss perhaps as large as the Yeti - a slightly damaged Lord Pumpkin Jr. would be its head - here's an extremely high quality render made just for this suggestion to help you visualize this:

Anyhoo, this guy would have 500,000 HP. Survivors are getting stronger and stronger, and I think it's reasonable based on what the fight will be based around.

I would have said 550,000 if the FAMAS was a usable automatic.

If you want a highly professional background story, here you go:

After his defeat, '''Lord Pumpkin Jr. '''faded away, and the survivors celebrated their victory, freeing the Boos from his villanous grasp. However, they had not completely destroyed the evil pumpkin, and he simply moved off, and waited for another time to strike. In the following months, he constructed himself a sturdy body out of whatever he could find in the wilderness, and returned to his old mountain, preparing to face the survivors once again.



Attacks:

Long Smash: After a two second windup, the scarecrow swings one of its arms towards the survivors, instantly killing all survivors underneath the arm and dealing damage in an area. Along with this, it destroys the ground underneath the smash.

Short Smash: After a one second windup, the scarecrow swings one of its arms, smashing it directly onto the ground in front of the scarecrow. This causes lava to ripple up from the arena and heavily damage / kill all survivors that are caught in the wave. The scarecrow will spam this attack over and over again, never using anything else, once it goes under 150,000 health.

Lord Pumpkin's Fire: The scarecrow stops attacking, and calls down fire. The fire damages the arena, does not damage survivors it lands on, and the scarecrow is healed by whatever fire lands on it. Has a minute long cooldown, but the cooldown is halved under 150,000 health.

Grab: With no windup, the scarecrow instantly grabs one random survivor. If he does not take 2000 damage within five seconds, he then tosses the survivor into the air, dealing 75% of the survivor's HP along with added fall damage. If he does take 2000 damage, he immediately lets go and pulls back.

Summon Hands: The scarecrow becomes invincible for two seconds and then summons three to five hands made out of straw, which grab survivors and slowly rise up to the top of the arena, and drop them to their deaths, killing them no matter what when they hit the ground. If the hands take 500 damage, they let go.

Scarecrow's Fury: The scarecrow slowly turns while emitting a wave of fire, dealing twenty damage on contact and then fifty damage over time afterwards. This attack is used twice as soon as the scarecrow goes under 150,000 health.

'''Essentially, the focus of the attacks on dealing damage to health instead of insta-kills will mean the fight will feel more fair due to the ability to heal up the damage. Insta-kills are not fun, and they should be counterable (the hands, long smash). You will have to be worried more about the scarecrow wearing you down instead of just randomly falling into lava with little to no chance for counterplay. This is why 500,000 is fair - if everyone brings medkits and pills, it's pretty easy to just heal over and over and not die. The few insta-kills serve to balance this out as well.'''

Of course, I highly doubt Place will take this suggestion word for word, but I think the idea for the scarecrow boss is cool too.

Thoughts? 