Small changes = major improvement
Also a major boss fight change. Im not sure what experience the anet team has with boss fights and bosses in games but a lot of the bosses in GW are rather boring, or lets say repetitive.
Most boss fights in GW 2 don’t have any developing, nothing happens during the boss that would require you to adapt, or change up your strategy on the fly.
What makes most boss fights interesting in games is how the fight developes. How the battle is paced. Ussually starting out slow and then getting more and more intense.
It should be easy to spice up old boss fights, if it would be scaling somehow. Right now, when you start a boss fight, if you know the mechanic the whole fight will be the same, from start till end, there are exceptions (Lupicus). How to change it up? Start the fight with the boss spawning 1 set of mobs, lets say 3 warriors. Ok once you get the boss below a certain %, he starts spawning 3 warriors and 2 necros. Then when you get him under another treshold, he starts using a new ability (doesen’t have to be new in the game, just make the boss start using one of his abilities a bit later, and not from the start, make it hit harder or faster if you are worried about nerfing the boss trough that).
This way boss fights would scale, and parties would have to adapt on the fly, and maybe, just maybe something more than 4 warriors + support role would be optimal in dungeons. Its also easyer to tune the difficulty of such bossfights as you can see where the fight is too easy, or too hard, and just bump it up or down a notch in that particular section.
Very clever, this is perfect.
Sometimes i wonder why i even bother posting in suggestions forums, especially something more than 1 sentence long, as nearly noone ever reads anything that contains more than 20 words.