World Bosses and Their Effect on Guild Wars 2
So the purpose of this thread would be to give some of my reasons as to why world bosses of the larger / harder variety would be great for the general player base and the game as a whole. I warn you … it’s a long thread … so I hope you’ve got 10 minutes.
What Kind of World Boss Are We Talking About?
A world boss, for the rest of this thread, should be seen as something that needs the following or at least some variant of it:
1) A large amount of people 50-150 ish
2) A decent amount of player interaction.
3) A decent amount of player communication
4) A decent reason to play the content (this is a minor point, but loot should be fairly decent to keep players coming back)
5) An ability to have variants in how people play. Including roles and player capabilities.
From the above pre conditions only two current bosses in GW2 function at a level which I consider to be a world boss. Tequatl and Triple Trouble Wurm. Gerent did fall into this section but nerfs happened.
Why Are World Bosses Like This A Benefit To The Game?
Put simply, they quickly become a source for the GW2 community to rally behind. It could be argued that Raids have been seen as something of the same. Due to their difficulty, enjoyment, upkeep, loot and community surrounding it they make players come back again and again. The raid community has become something of a staple for GW2. World bosses used to be somewhat the same. They’ve died out as of late for the most part due to their lack of the requirements listed above. Difficulty and upkeep being the two main areas they are now failing in.
You may notice I’ve compared World Bosses to raids even though they are nothing alike. Raids are hated by many of the community as a whole for their difficulty. This in as (for many) they fail at one of the important points which make World Bosses essential in my opinion; variants of play styles and their ability to incorporate new and learning players. Raids, to an extent, require players to already be good at the game … World Bosses never needed this … even on their release. Sure they were hard, but the few could “carry” the many. Stopping one of the areas raids fail down in. Splitting the community based on player ability.
As World Bosses can be killed by large amounts of people … individual player ability is less of a requirement, encouraging new players to find their place.
In short, World Bosses fit a key role in the game; they allow everyone to find a role and enjoy challenging content.
Furthermore, World Bosses can still be seen as “large” raids; Allowing for communities of far greater size to form. I mentioned the raid community earlier, suggesting it was one of the strengths of raids. This IS true … but, for the most part, this is a community of people who do not really know each other. Both Triple Trouble Wurm and Tequatl both saw huge communities made around them. Speaking only for the EU server here, we’ve seen communities like GW2Community, arguably the largest community in this game, and PSDH expand and focus purely from these events, going on to even host events such as Pink Day in LA.
I’d ask most of the people reading this, that have played for many years in PvE, if they’ve heard or played with one of those communities? If the answer is no, you’re likely a solo player with map chat off
To conclude the point, without these kinda bosses, the biggest communities of people would have likely never formed.
Where Did It All Go Wrong?
Well for start, upkeep. I think we can all agree that the game has had some serious power creep. ArenaNet tried to combat this with the world bosses via doubling their HP (a flat double). This was the ONLY increase in the events difficulty ArenaNet tried to do on them. In reality, this didn’t even put them back to their state BEFORE this happened; Doubling their HP didn’t allow for the fact that a CRIT in GW2 isn’t X2 damage. (Ferocity on most builds makes it much more).
Therefore, upkeep of the events, or lack thereof, caused the events to slowly get easier and easier. The Guild Wars 2 community has shown, via raids, that they like a challenge. This “nerf” removed any challenge these bosses once had. Tequatl became close to nearly all other world bosses in the game … a zerg fest, while Triple Trouble Wurm struggled to hold onto the title of being “challenging”. As long as people know how to spam their auto attack and do the event’s specific mechanics it’s very easy these days.
As a side note, when the Heart of Thorns World Boss Chak Gerent came out … it seemed to put a bit of life into this area of the game. It was hard … very hard. Sadly, while to many this was a great new challenge … an event that wasn’t “go here press 1”, ArenaNet nerfed it shortly after its release. Now, this was indeed a fairly buggy fight … but the difficulty was a nice refreshment and it could have easily been the Heart of Thorns World Boss that tied this community over until ArenaNet had time to look at making something truly worthy to replace the likes of the Triple Trouble Wurm.