This is a long post, If you can manage to read all of it feel free to comment.
Simply put making bosses have more health or do more damage means that it just takes longer to kill them and that’s it. If you can dodge his lethal attack the first 5 times you can do it the next 5 if you know what to look for.
I want dungeons to be challenging, and give bosses the power to adapt to a players attacks and forcing a team to require teamwork to win. I don’t want them to be easy UNLESS the team is very well prepared, a good team should be able to do speed runs since they are working together optimality you shouldn’t punish players for good teamwork.
The AC battle involving two mesmers requires teamwork and coordination, you have to separate the two bosses to stay alive long, while most other encounters are a simple target and press 1, 2,3,4 etc without much thought.
1. Randomised elements
I use CM as an example since its one of the first dungeons people run.
Instead of nerfing rewards and making enemies stronger we first add randomised elements to the mix stopping players been able to know what will happen every time they start the battle.
Example:
Give the golem a randomised suitable skill that players can’t predict or plan for before the battle. for example this golem is fire tuned, he can spray the floor with oil and light it denying the party an area or making it harder to dodge, or he’s earth tuned and can smash the ground into a shockwave causing everyone to fall back or maybe at 50% health he goes berserk and attacks faster for 20 seconds and you wont know until his ability starts ( with a pool of 10+ possibles its much harder to plan ahead by making a generic tank + dps team) You could even go further as to have the boss adapt to your combat styles, if you all use melee weapons his body is now on fire causing you to take damage when close or he can now grapple you and bring you close if you’re using ranged and so on.
This also works if there’s a group of 10 creatures to kill, now all of them are randomised, you could get a group of healers or buffers added to the group or a veteran with a special ability you didn’t expect and will have to adapt too. You know they will be bandits but now one of them is a healer who adds regen to everyone around him then next run theres extra melee troops that poison if they get close.
With something you can’t predict and prepare for , dungeons now become harder and means a good team that can adapt will be needed to win over a team that just runs in guns blazing.
2. Rewards for succeeding.
Currently excluding the repair costs theres not much difference between winning without dying and winning where everyone has died 50 times. I suggest a system that evaluates the teams performance such as how many times they had to respawn and the time the dungeon took and factor it into the reward.
As an example lets say CM gives 100k for a perfect finish in under 30minutes.
Every player death reduces the prize by 2000 and every 1minute after that 30 costs the team 1000 exp with a minimum for winning of 50k
A team that works together, adapts to the bosses changes and keep each other live will earn much more than a team of random players who simply charge in and get slaughtered until they win.
3. Player punishment.
If a player dies in a boss event he usually respawns and runs back, I would make it so once a battle has started you cant re-enter that area until he’s either defeated or your team has won.
Why? Simple rezing just became a whole lot more important, having two players alive for a boss battle and the rest re-spawning and running back over and over is something like a zerg rush, its a battle of attrition not skill otherwise. If a player group is dying over and over you have to teach them that change is the only way to win, allowing a group to respawn and come back while the boss is weakened isnt a way to teach strategy.