I’ve said it before and it is unfortunately true:
It’s odd how a cooperative rpg based on instances, has more incentive to hunt down and kill powerful bosses than a real open world MMORPG, it’s really something that had been bothering me since the first month of release…
1) Elite skills. In Guild Wars 1 bosses were the ONLY way to get Elite skills, at least until Nightfall and Hard Mode was available. In order to get those Elites, you first had to see them in action, as bosses and normal mobs were using the exact same skills available to players. The next time your entire party wipes by a Sandstorm you will WANT to capture it
In Guild Wars 2 we have pathetic Elite Skills on most professions, few are really defining the build someone is using, we have a very limited amount of them AND we have those worthless skill challenges. Instead of some random skill challenge that doesn’t make any sense, players should be focusing on doing events, so end bosses spawn, so they can capture their skills. And on a different subject, Elite skills should feel “elite”, currently on lots of the professions they aren’t (for example Elementalist elites have little to no mixing potential with builds/traits/gear etc)
Suggestion: Maybe they could make some World Bosses award a skill point, much like a skill challenge does? It’s a start, until we get better Elites.
2) Gear. Each boss in Guild Wars 1 had a chance of dropping “Green” weapons, those items were top quality gear (like Exotics) with sometimes unique skins and perfect stats for a build using that particular elite. So if you were lucky you could get both an elite and the gear to use it in one go. Elementalist bosses that used Fire magic for example, would drop Fire Magic gear.
Suggestion: Maybe they should make certain, hard to reach, bosses drop equipment packages like those available with Laurels? Of course without any chance for Exotics.
3) Morale boost. All bosses awarded a morale boost, a +2% on health, it was also the only way to refresh the ressurection signet available to all professions. That Morale Boost was reason enough to kill a boss at times (the “easier” ones at least).
Suggestion: certain, hard to reach, bosses could apply a buff to everyone that participated in killing them, similar to the buff seen in Forest of Niflhel sPVP map, when you kill Svanir/Chieftain. The buff could be a stat boost, or, even a magic find boost for a limited time.
4) Difficulty. Bosses in Guild Wars 1 didn’t have insane health pools. Instead they had resistances to debuffs in Prophecies, and from Factions onwards they had DOUBLE damage. This meant that the most important thing everyone remembered about bosses was the damage, not their hit points. Guild Wars 2 bosses are boring, without cool attacks.
Suggestion: rework all champion bosses to make them more interesting and challenging to fight. Reduce hit points (more than 50% reduction) and instead give “group” bosses an actual group, harder to solo, and tougher for groups. Those groups in Arah Explorable with different mix of professions come to mind, they are excellent for a Boss group.