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So it’s kind of a continuous thing about these bosses. They’re harder when you have maybe 5-10 people present and nobody else, but if you get a lot of people together (read: what happens currently) they become punching bags.
Even the Claw of Jormag, which frequently causes people just in the back to get downed or die during the second half, is reduced to a “get everyone shooting at it”. And the Shatterer . . . I watched it die in two minutes and that was including the arrival and death animations.
Here’s a suggestion:
Instead of scaling health/damage/armor solely, or making them get adds to manage . . . scale that they get evolving attacks for the number of people present.
Take the Shatterer for instance . . . 5-15 people present, he doesn’t do much different than he does now. But get 16-25 people and now he’ll drop more prisons and maybe some chaos storms you need to look out for. Maybe he focuses a flash of energy from his crystals which blinds people facing him. Get 25+ people there, and give him another crystal regeneration period. Have sharp shards of crystal blowing in the air giving a near constant bleeding effect which stacks the longer you stand still.
Shadow Behemoth is probably the worst off, because while it’s an interesting fight it’s at such a low level that it doesn’t have enough health for all the people there. So make it not just summon portals, but make its roar cause fear, stun, give it an aura which increases stacks of weakness/vulnerability as you damage it. Let its attacks lifedrain.
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