Although this is something sparked by recent complaints regarding Tequatl, I’ve had this idea since long before the new Tequatl was even announced.
In Phantasy Star Online 2, most bosses have breakable parts that expose weaknesses or take away attacks. I’m sure there are other games that have similar mechanics, but PSO2 is the only one I’m both aware of and familiar with.
In the case of Tequatl, the applications are clear. Tequatl has three targetable spots: the head, the left arm, the right arm. Obviously, we know attacking the head deals more damage than the arms, but the arms are often targeted because they’re easier targets.
What I’m suggesting is that both arms should have their own health (shared with Teq, so any damage done to the left arm reduces both left arm health and Tequatl main health), and when an arm’s health is down to zero, it can’t be targeted again. However, a defeated arm would lose its function. So, defeating the left arm would make it so Teq uses its wave pound half as often or has half the power, and defeating the right arm would make it so fingers spawn half as often or have half health.
Similarly, applied to Claw, a broken arm could throw less minion crystals, smaller ice waves, or less ice pillars. Applied to Shatterer… heck, it doesn’t matter; people would be forced to attack the left claw once the right claw breaks, then when both break, they’ll have to fight directly in front of Shatterer’s mouth.
The specifics aren’t as important as the idea: if a boss has multiple target points, we should be able to “destroy” specific target points and limit that boss’s offensive options.