For third degree, alright. For the boss idea, I still expected the calculation to use players in it, just the multiplier to be different. But alright it was just an idea.
If anyone wants to try to tweak the boss max health, here's the current formula: ((760 + n) x (n - 1)) ^ 1.04 [where 'n' is the number of non-boss players]
I think HHHJ should get slightly more HP as he's the hardest boss to play properly. How about he got 860hp per player instead of 760?
HHHJr should still get more health since he can't super jump to get out of dangerous situations which makes him indeed harder to play. The wallclimbing doesn't help you in open space and the teleport can only port you into more players (possibly a medic with uber waiting for you).
What I mean is that if you modify that formula to buff HHHJr you will be buffing all the bosses at the same time, so there's no way (I think) you can buff HHHJr max health only. I suggest buffing HHHJr by getting a percentage of its max health (1~7%) on kill, or something like that. Or make him can perform goomba stomps (idk if it would be a buff, but it would be really funny xD).
Also as a remark, bosses are not tuned for the fact that if there are 30 people, or 'clever' people playing. If its full of dumb people its overpowered, but with regulars its not.. its hard to find the perfect sollution.
So considering Boss rebalancing, I still think bosses are still underpowered to some degree. So I brainstormed a few ideas: General: -Less base health, but a higher increase per player <- Bosses usually destroy everyone when few players are on the server, but get destroyed when the server is full. This change tries to fix that. -On hit removes 10% Cloak <- New Hales and even semi-skilled Hales often die from backstab barrages if some skilled spies are on the server. This will give the bosses at least some counterplay. -On hit removes 10% Uber <- Skilled Medics are Hales doom, with all the tools they get. This gives Hale a reward if he manages to catch a medic even if the medic is ubered/overhealed. -Increased Stomp damage <- Pulling off a Stomp is hard enough as it is. Unless ubered or shielded it should be a 1-hit death for every class. -Can Stomp buildings <- This would allow Bosses an alternative way to take out difficult Sentry Nests, without raging. CBS: - On melee hit causes bleeding for 5 seconds <- CBS's Melee hitbox detection is the worst of all the bosses. This is just a little something to keep him on par. -Arrows have a chance to be burning arrows <- Not sure if its mechanically possible, but would a nice change for arrows to be more of a threat to high hp and overhealed classes Hale: -Speed Boost on kill for 3 seconds <-With Hale being the basic boss he doesnt really have many ways to make him unique. This gives him some compensation for the fact he has no choice but to go all in eventually. Vagineer: - Can gain health from ammo boxes <- Obviously not a huge amount, but on Persian Persuader level it gives Vagineer just some extra hp for taking the ammo from dead players. HHHjr: -Add a Eyelander like Head mechanic to HHHjr's weapon (Without a cap) <- HHHjr gets stronger, better, faster the better he does against the enemy team, also the more players on the server, the more potential he has. Speed gain might need a cap though.
Can't find that other topic (lazy) but 25% uber gone on end is fixed, hhh teleport should be fixed and knockback is higher again 0.4 was 0.25 (so increased knockback) and some other small things. Idea's look nice, but those things take time to make. Jelly needs to work out the current server bug free before we can look at that.