Hello,
After facing the bosses of the Super Adventure Box, it got me thinking of what I would like to see in the Meta/Dungeon bosses in the real world. I am quite anxious to see what the new Tequatl the Sunless has to bring, but I would like to bring up a few suggestions that could potentially make the other Meta bosses more interesting/accessible:
1) The players’ use of Environmental Weapons such as Bundles/Turrets should be the focus of defeating the Boss
I present this point mostly in regard to the newly released Ascended weapons; no doubt, those with Ascended weapons will deal more damage than those without. To fix this I think that environmental weapons (with interesting skills) should be available in all meta boss fights, that are a more effective means than a normal weapon of any tier when used correctly. These weapons should have skills that need to be used in the right way to maximize effectiveness. What will this accomplish?
- You will not need a BiS weapon when facing a boss. You will be able to participate regardless of what weapon you have.
- Since these weapons will be available for Bosses only, you would still have an incentive to try to get BiS gear to use in other areas of the game.
I think that the Claw of Jormag fight is a good start to this, with the Charrzookas and the Pact Golems/Flamethrowers.
- Your performance will be based on how well you use/learn to use these new skills, rather than how much damage your normal weapon deals.
2) Meta bosses should have more target-able areas to attack, with different locations producing different effects depending on the method they were damaged
Again, I will use the Claw of Jormag fight as an analogy. Suppose that using a Pact Bomb (which no one uses as of today) on the Claw’s foot enough times would cause him to loose balance, and open up a target on his head for period of time that was more vulnerable. Something along these lines would be a good base. Of course, there should be a large risk attached that requires good skill to execute, but the payoff could be huge. What does this accomplish?
- This puts more emphasis on involving yourself in the battle, as well as trying to discover different ways to use your environmental weapon and figuring out the boss’s weakness.
- It allows skilled players to be able to test themselves and perhaps defeat the boss quicker, and allow lesser-skilled players to avoid doing so if they feel faint-of-heart.
3) Bosses should react to the concentration of players in an area
It would be difficult to do for all cases, but there should be some “safe spots” during boss fights that are not so safe if too many players congregate to them. A dragon should be smart enough to slam its foot down on a bunch of people. There could even be destructible areas the boss could destroy (that would reappear later). Even if bosses are given a scripted attack pattern, like SAB’s Storm Wizard (Phase II), there should be some incentive to have the players constantly aware of the boss’s positioning as well as their own. What does this accomplish?
- Again, it gets the player more involved in actually fighting the boss instead of standing in one spot and attacking it.
- Players could be driven to attack other areas of the boss to induce what was mentioned in 2)
- The environment would play a bigger part in the battle instead of just being scenery.
I presented my suggestions to some guildies who seemed to misunderstand some of my points, so I will clarify a few things just in case.
-I am not saying that your equipment shouldn’t matter: I think equipment should matter with things like trash mobs but Environmental Weapons should be the key to taking down the boss.
-I am not saying that the bosses should be impossible; the bosses should be more engaging and enticing to play from start to finish.
-I am not considering the loot at the end: that’s a whole ’nother can of sardines.
Overall I believe skillful gameplay is the best reward in itself.