I rarely do PvP or Hard PvE, unless it’s organized.
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Well, pretty much about World bosses that have blindspots and lazy “111”.
What do you think? Also good suggestion is not stupid sarcasm or jokes.
Even some of my suggestions are not good, neither are everyone else
Suggestions here are not to make the world bosses HARDCORE!!!
Unless there’s a good reason for one to become one, but I’m not suggesting any of that…
This contains some suggestions made by others, but I don’t remember who they were.
Taidha Covington or “Hydra queen”
Pretty much only problem now is the “Taidha can’t attack players due to certain exploit with conditions”. ANet ONLY FIXED the “dying and repeating lines bug”, not the “Pacifist Taidha bug”.
Svanir Shaman Chief or “Maw”
This one’s fight is quite simple, so players can use pretty passive combat styles.
Megadestroyer
Well, myself I see the Megadestroyer being vulnerable to Immobilize is quite a problem. Most of the time Megadestroyer is rooted on the lava, which makes ranged attacks only viable, and Megadestroyer doesn’t always get to hit players attacking him.
Fire Elemental
As of now, this is the fastest World boss to kill.
I dunno exactly what to update on this one, could do good…
The Shatterer
Boss that is quite the laugh for players, due to heavy use of blindspots and has useless abilities that don’t pretty much hit anything…
Well, the obvious things would be to eliminate the blindspots, boost the current abilities and add some more.
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Great Jungle Wurm
This one’s also quite simple, dies quite quick.
Modniir Ulgoth
Well, I don’t have ideas for this one.
TitusI think the more presenting issue should be during its second phase where Ulgoth summons massive (and sadly easy peasy) elemental hands on the field. A simple massive buff and more deadly attacks should give the zerg a good run for its money.
Shadow Behemoth
Again to make the lazy bums to move…
Golem MK II
In my opinion, this one has quite good mechanics already, Very Deadly Area Denial and some attacks.
Claw of Jormag
Again, elimination of the blind spots and the bugged hitbox when it flies away before below 50%.
Karka Queen
Even though this one is classified as a “Hardcore” world boss, it sure doesn’t feel like it tho.
Well, what would make good for them?
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Jungle-Worm since last update is a lot more deadly but dies quicker .. its still a boss in Starterzones so i don’t think he needs even more updates and he really doesn’t need to be a bag of Gazillions of Hitpoints like before.
Behemoth .. the portals now only made him more boring and annoying .. and i bet everything else they would do to him would make it even more boring. Especially removing loot from champs that may spawn for me made him now totally uninteresting .. just a waste of time.
Svanir Shaman .. that one is totally fine .. only problem is Mega-Server .. fighting him before that with 3-4 people had made you move and dodge quite a lot.
If you want to make all lvl 15 bosses a loooong fight like Jormag they should also drop more than just 3-5 dragonite.
The Megadestroyer could charge up a deadly AoE attack while he is in the lava. Charging could take like 45-60s, so you either need to get him out of the lava during that time or get him down to the next phase. The AoE should be evadable to prevent trolling. He should also do more damage while standing in the lava.
Here are some of my suggestions from previous similar posts:
https://forum-en.gw2archive.eu/forum/game/gw2/Mega-Boss-scaling/page/2#post1901188
The Megadestroyer could charge up a deadly AoE attack while he is in the lava. Charging could take like 45-60s, so you either need to get him out of the lava during that time or get him down to the next phase. The AoE should be evadable to prevent trolling. He should also do more damage while standing in the lava.
Ooh, nice ideas!
Svanir Shaman Chief or “Maw” -
- Make him move! Or teleport for that matter. The biggest problem whenver I fight this world boss is that the frame rate drops to dangerously low rates. Plus as stated in many world bosses, the zerg only needs to AFK fight while pressing a bunch of 1’s.
- The AoE’s should actually target the players. To improve the emphasis of a world boss, the AoE’s should be where they threaten the player. Basically, they have to dodge or die should they be in range of those player-targeted AoE’s. Not be in a fixed position to the point where the zerg ignores it altogether.
Claw of Jormag
Again, elimination of the blind spots and the bugged hitbox when it flies away before below 50%.
- Propably doesn’t need any other change, as long as the blindspots are removed.
^ I’ll actually vouch for that!
Ulgoth -
I think the more presenting issue should be during its second phase where Ulgoth summons massive (and sadly easy peasy) elemental hands on the field. A simple massive buff and more deadly attacks should give the zerg a good run for its money.
Shadow Behemoth -
The Shadow Behemoth is more or less fine. I think that he needs to rotate around to force the zerg to move. Also randomize the location of those portals. Even if it has to be all over the deadly swamp! Plus to make the portals more threatening, they continuously quickly spawn out veteran to champion minions that has deadly attacks!
You do remember that many of the bosses you mentioned are in STARTER zones and low level areas where new players are still trying to lvl up and learn their character right ?
Many lower levels may not have many of their skills when fighting the lower lvl bosses so making them too complex would seriously hinder them.
Pretty much what I had in mind is to FORCE players to move.
It’s always that you don’t add bosses that doesn’t require anything else than just stand on 1 spot and attack.
Also why to give more abilities to starting area world bosses: To give new players a first taste of dynamic world boss encounters, instead of just begin their adventure by lazing on one spot.
(edited by FrostSpectre.4198)
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