Boss battle information

Boss battle information

in Community Creations

Posted by: Tollie.3428

Tollie.3428

Hello guys,

After playing Guild Wars 2 for a while, I have come in contact with the bigger bosses. To my surprise, perhaps because I play on an average computer (as I believe, the average player does too), I find these boss battles somewhat chaotic and unreal. Usually the boss you are slaying has targetable parts on its body that can be attacked to make it lose hit points. At a certain moment, the boss has lost enough hit points and either dies or goes into a next phase and dies in the next one. This, to me, feels like a very abrupt death. In my mind, when I am slaying a dragon (or other type of boss), the creature should be more roughed up with every blow I land on it.

Therefore, I believe that (certain, but possibly all) boss battles will become alot more accessible and also more fun when you actually see it physically deteriorate over time due to the damage.

What I feel would really add to the boss battle is more observable physical damage to the bodypart we are attacking. To clarify more thoroughly what I mean, here is an example:
I am killing Tequatl the Sunless because I saught to destroy a legendary monster who swept down onto earth to incinerate the lands and wreak havoc. Also, for epic loot.
As I am tearing my sword (or dagger, or axe, whatever I prefer really) through the skin of this miscreation, I expect to see it bleed, turn red, see its muscles and eventually its bones (or if you prefer magic gas coming out of its wounds, thats fine too. That is up to you really). But that is not what I currently see. I am tearing through its skin and suddenly, after its hit points are down, it dies and gives me loot, which feels unreal to me. Seeing it getting more roughed up also gives more clarity as to what stage a fight is in (Am I late? What phase is the boss in? Is it nearly down? Are we winning/losing?).

These are my two cents, do with it as you like. Feel free to drop some more ideas on here guys.