Random Move Table:
Let us say a boss has 10 moves in his or her move table. Instead of seeing the same sequence of moves, the series of moves chosen are random out of those 10.
Importance of this mechanic is to remove the repetitiveness of boss fights experienced over time; avoiding “rinse and repeat”. Moreover, players will have to communicate and stay alert so not to get caught off guard.
Side note for bosses’ moves. No auto attacks. Let all bosses’ attacks be spells so that players have to dodge and not simply be “tanky” enough to survive the hit.
This is important because groups should not be punished by their compositions. Being skilled enough to successfully navigate a fight should be the goal; not looking for enough warriors and guardians. Theoretically, if a player is skilled enough he or she could solo a boss, but that would take forever given how much health bosses usually have.
Greater Challenge for Greater Reward:
What if taking on more challenging strategies, such as fighting in the front where one needs to dodge more often, yields greater rewards?
For example, by attacking “the dragon” from the front one has to dodge the attacks that could be avoided if attacking from the back, but by doing so, the players can break off pieces of the dragon’s scales and those scales can be used to craft armor or weapons.
The importance of this feature is to give greater challenge to those who look for it, but still allow those looking to simply progress or who do not have the experience to be able to progress through the raid.
A secondary benefit of this feature is to make epic armor and weapons be more epic! Tokens guarantee gear given enough time and will lead to everyone running around in the same armor. Having the boss drop loot means luck was involved. Epic loot should be earned not acquired because of luck or one “grinded” long enough.
Active Decisions Change the Course of Battle:
Another way to have each boss fight feel unique is by giving the players choices in the way they defeat the boss.
Let us say we are fighting a giant robot that went out of control. During the course of the battle the robot is knocked out of commission and starts shooting sparks at any one who gets near. During that time period the players can decide, do we attack the healing cells the boss will draw health from or do we attack the shield generator to do more damage?
The importance of this mechanic is to accommodate to different team compositions or change up how the boss is defeated.
Overall:
These feature will make boss fights more engaging and different every time because of the players’ choices and not really knowing what the boss will do next.
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