Simple idea to improve world bosses

Simple idea to improve world bosses

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Posted by: Fluffball.8307

Fluffball.8307

Allow different levels of damage done based on risk taken. This is sort of in effect for the golem and to a much lesser extent the giant, where melee is fairly dangerous and range just afks (almost the reverse for the giant, but shh.)

What if the shatterer had a quadruple damage spot directly in front of it? Do you even know what his abilities are?

The catch is you’d need to fail if everyone choose the easy spot.

Simple idea to improve world bosses

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Posted by: Xiahou Mao.9701

Xiahou Mao.9701

What if the shatterer had a quadruple damage spot directly in front of it? Do you even know what his abilities are?

There already is a double damage spot under Shatterer’s mouth that people choose not to use already.

Any Shatterer changes that don’t start with “Make Shatterer immune to Blind” are pointless, though. He could get a move that kills everyone on the map with one shot, and it won’t matter since Blind will just reduce it to “Miss” every time.

Simple idea to improve world bosses

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Posted by: cranked.3812

cranked.3812

Why do we need this? Bad players will just stand there, get downed immediately and afk while dead the rest of the fight. Pretty sure we have enough of that already. I get you want more challenge but this isn’t a great solution to achieve that.

Simple idea to improve world bosses

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Posted by: Genlog.4983

Genlog.4983

for shatty and some other bosses they stand to much stile ad 1 spot and players no a save spot so they can easy avoid getting hit and kill a boss fast

same as the fire element its way to easy all players climb up a that thing and kill that boss under 10 seconds -.- its for me not really a boss anymore

the new boss ad HOT that dragon that is a great way how it much be done
ground and air attacks

Simple idea to improve world bosses

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Posted by: CureForLiving.5360

CureForLiving.5360

The bosses are fine… for small groups. The problem is that with megaserver there’s few world bosses that ever see a small group. What Anet should do is re-balance the mechanics for large group play. Something along the lines of Teq (which does also suffer a bit from being overpopulated) or Tripple-Trouble.

Simple idea to improve world bosses

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Posted by: Fluffball.8307

Fluffball.8307

The bosses are fine… for small groups. The problem is that with megaserver there’s few world bosses that ever see a small group. What Anet should do is re-balance the mechanics for large group play. Something along the lines of Teq (which does also suffer a bit from being overpopulated) or Tripple-Trouble.

Many of them aren’t. There is no reason not to sit on the rock for the shatterer other than personal satisfaction.

For us vets, it’s an easy rare and then we go have fun in PvP or something. For new people, it’s a terrible introduction to GW. Look at old “let’s plays” of people finding the behemoth before they upgraded the fight. People are initially blown away by the event and then they just stand there and autoattack for 15 seconds. It’s depressing.

Simple idea to improve world bosses

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Posted by: Saint.5647

Saint.5647

I agree on principle but I don’t think any of this will happen unless they take a serious look at open world content. This content is designed with an absurdly low skill ceiling. I believe that a good chuck of the open world denizens could be motivated to play at a higher skills level if pushed but I doubt that Anet will make content to challenge the average player. As a result, the skilled player will have to make their own challenges.

If the new maps are any indication, HoT may be enjoyable but by no means the “challenge” that some are hoping for. One look at Silverwastes and Dry-Top can tell you that.

As long as there is zerg content, there is no individual responsibility to play and think critically. Until players feel personally responsible for their group’s success or failure (as one does in PvE or dungeons), there won’t be engaging world bosses.

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Simple idea to improve world bosses

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The idea might be simple, but the execution wouldn’t be. As others have pointed out, there are lots of factors involved in determining the difficulty of world bosses. Since pretty much all bosses are still a challenge against smaller groups (as can be seen if you ever get in the “last” map), it’s clear that scaling is one of the major issues. Until that’s addressed, all world bosses will be snoozeable, as soon as people learn the dynamics.

  • Tequatl: no one could do it; lots of complaints → almost never fails now.
  • Clawr of Jormag: tons of people had trouble with being feared in phase 1 and chilled in phase 2 → now, most maps seem to have the hang of this.
  • New Golem II: people used to wipe all the time from static etc → lots of people melee the event, since it’s not that hard to avoid the aoe damage.
  • Evolved Jungle Worm: no one could do it; lots of complaints → hmmn, well, ANet might have found a way to deal with scaling by forcing us to divide up and require a mix of damage/control/support to succeed.
John Smith: “you should kill monsters, because killing monsters is awesome.”

Simple idea to improve world bosses

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Posted by: Mad Pig.2890

Mad Pig.2890

I always thought that a simple way to make world bosses more complex, was to split people up and encourage teamwork and co-ordination.

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