Board Thread:Suggestions/@comment-31286380-20180407025737

I think the most infuriating part about Cherrycake right now are his Ground Smash and Cherry Bomb attacks.

Similar to other boss attacks, take Chronos' bomb spin and hand slam for example, these attacks destroy the arena and have a chance to kill / incapacitate all those in that section of the arena. The key difference, however, is that these attacks are not telegraphed.

Chronos' attacks were able to be countered through skill. You could quickly jump due to seeing where he smashed or where he threw the bombs. Cherrycake, however, shoots out the bomb ''as he begins his attack animation. ''Cherrycake slams with no warning whatsoever, and does so in a way virtually identical to his other attack that DOES NOT break the arena, and does something different altogether.

'''This is bad game design. This is not fun, this is like rolling a slot machine to see if you die or not.'''

My Ideas:

1. Give Ground Smash a ~0.5 second wind-up.

This warns survivors near King Cherrycake to quickly jump onto a cloud, as there is no way they'll be able to sprint jump away in time anyway. This gives them a slight feeling of control over their demise or survival.

AND

2. Give Cherry Bomb a ~0.5 second wind-up AND a distinct animation (perhaps something to do with the cherries on his head).

Same reasoning as other wind-up.

OR

(1)

AND

3. Rework Cherry Bomb so that King Cherrycake launches a cherry up into the air with no warning, and it falls back to the ground in a certain spot a second or two later. Add a falling bomb sound affect (nyeeeeeeeeeeeeeeew).

This gives survivors something else to watch out for, and is another way to add an element of skill to dodging King Cherrycake's attacks.

Thoughts? 