Just a thought on world bosses
As much as I agree I will have to disagree.
Have you ever played final fantasy 14?
I’ll sum it up in gw2 lingo. Imagine there is a very hard dragon, I mean hard, half the times it kills everyone then dissappears if it isn’t killed fast enough. And has very unique rewards for killing x amount of time.
Now imagine this dragon only spawns once a week, in a random location. Each race zone gives you hints though it’s spawned (like in ff14 the entire zone and surrounding zones become super foggy) then everyone gathers together looking to slay it.
Ok I will admit it was a blast killing Odin in ff14. But ff14 always had end game content with dungeons and gear treadmill and things to do. In this game I usually end up logging in, bored, not much to do so it’s really nice for me to just check what bosses I can go and run and have fun with and still get some rewards. I love how ff14 did it, but in gw2 I really do think we (boss farmers) would be so bored of this game and quit if we have nothing for sure to do upon logging in.
Would I be alone in thinking that having a world boss on a timer is really not all that realistic and seems overall as though it holds the bosses back a little. If anything, I think the world bosses would benefit from having maybe 2 or 3 objectives to choose from and an increased range of movement instead of a timer.
Let’s use the Fire Elemental for example, what if its goal was to feed on magical energy and in order to accomplish this it started fighting its way to the heart of the reactor. Maybe as it gets closer it feeds on the chaos shards and generates smaller copies of itself from the fragments which in turn search for more and generate smaller copies of themselves (spreading kind of like a fire I guess). Once it reaches the heart of the reactor what if it found a way to tap into any remaining energy and upon charging up, exploded into a giant fire nova spreading mini fire elementals over half the map to cause chaos with the local wildlife for the next couple hours. Or if stopped, maybe just generating a localized quest to mop up any of the minis in the reactor before they spread.
Or maybe as another example, what if Tequatl’s goal was to defile a Hylek burial site. perhaps it starts off as normal, through the first burn phase and then, what if Tequatl flew east forcing the fight to just outside of one of the Sylvari outposts. Maybe have an improvised mechanic though up by the characters on the fly to keep down the hardened scale numbers and have Tequatl slowly push its way north as it corrupts the local wildlife to keep the players off guard. Culminating in either Tequatl dead or the players in the local area being overrun by undead Hylek streaming out of a tomb who spread out to cause increased problems to the pact/local hylek.
I mean, I know it’s just a thought, but the world bosses would be so much more engaging if they seemed to go about their own plans rather than standing around to die to the PCs on a timer. Don’t get me wrong, I do enjoy the boss fights on occasion, but it does get little boring when the world bosses are relatively stationary and don’t seem to want to pursue their goals in favor of instead being killed by swarms of PCs in the same spot each time. Still, what does everyone else think?
Many people have given suggestions to improve the boss fights in many a forum threads. Even the recent ones before the 100% increase in HP to world boss, forumers have been giving suggestions and ideas about it.
And what did ANET do?
Example (with sarcasm or lack off)
#include (World Boss HP)
HP Teq (int 1000000)
to
#include (World Boss HP)
HP Teq (int 2000000)
That’s it.
If ANET had wanted to do all these cool sounding mechanics that forumers have come up with over the years, they would have done so already. However, we players do not pay them enough for them to make better mechanics.