For future dungeons, a look at how I feel bosses SHOULD perform. [SPOILERS]
I’m bumping this.
I personally find that the lack of trinity works.
At least when the bosses (and in some cases, the trash, those dogs in TA hit like a train with no way to avoid them) are designed for the new system.
By that I mean the combat system.
The lack of locked attacks means you are free to move and dodge attacks. Since MOST projectiles don’t home in, you could essentially do boss encounters without even getting damage. This is how it should be, and some boss encounters are designed to fit this, some aren’t though.
The way bosses should work in my opinion is that they should require two things, coordination and movement.
I’ll look at bosses that DO follow these, because some exist.
I haven’t done explorable modes, so I’ll focus on storymode.
Coordination – TA final boss
The final boss fight of TA focuses on you killing 4 of the 5 members of DA.
Faolin will revive them if they die, so you need to interrupt her.
It is VERY coordination based, if your team splits up, the fight can mess up VERY quickly, but it is very satisfying to win. Eir does a lot of damage, so the team should focus on killing her first. The fight works because it isn’t cheap, if you lose it is because you weren’t coordinated, your team messed up somewhere and you wiped. More bosses should be like this, requiring teamwide effort.
Movement – Arah shade (?)
The shade (I believe it was the shade) is a fight that involves constant movement. He fires projectiles that do NOT home in, meaning they are avoidable by anyone with sufficient skill. Really, you can dodge the bolts by moving. Do not design a boss based on dodge rolling. Dodge rolling is based on a resource. The random nature of bosses means it is impossible to time properly, unavoidable attacks 3 times in a row will kill someone no matter what they do. If more bosses are designed like the shade bosses would require more skill. If dodging projectiles is too hard, too bad.
I find that bosses would be amazing if they stopped being big balls of hp that one hit you, and you have the ability to make them more complex and more skill based. Remember, this was a game advertised as an action game, thecombat system supports it too. Utilize it.
I’m bumping this.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.