Kill x bosses at the same time mechanic
I don’t think Anet is able to create boss mechanics that require player skill, so they go the easy way: boss mechanics that require organizational skill. All of the mentioned fights are basically just a matter of herding people into the right place. Perhaps GW2 should be renamed Sheep Herder Wars.
Also, I hate timers! I want an actual challenge, and not to have an invisible referee count out the fight because we are taking too long. That sucks.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I think the splitting up is a good idea since it increase the importance of the individual player. In some old boss fight I could manage my inventory while doing damage. Also it increases the condition stack that can be placed , 5 bosses is 125 stacks of bleeding.
Also, I hate timers! I want an actual challenge, and not to have an invisible referee count out the fight because we are taking too long. That sucks.
So, I suppose you are saying that killing a boss within a certain amount of time is not a challenge? Problem is : everyone can use a waypoint for an open world boss. If you don’t have a timer, the boss just transforms into a giant battle of attrition (like dungeons bosses a while ago), which is not fun.
Also, I one wants a boss that requires individual skill, the queen’s gauntlet is for you (and I wish they implement this “arena fight” concept further in open world PvE and mini-dungeon).
I think it’s a very important mechanic to try to get people to understand. they don’t want people zerging
I don’t think Anet is able to create boss mechanics that require player skill, so they go the easy way: boss mechanics that require organizational skill. All of the mentioned fights are basically just a matter of herding people into the right place. Perhaps GW2 should be renamed Sheep Herder Wars.
I think they can create boss mechanics which require player skill, they just shy away from it for open-world content or anywhere a group is required. I mean, they did have some decently challenging bosses in GW1, but there it was a lot more controlled since they knew they’d only have X players attacking at a given time.
Open-world, they could have anywhere from 1 player to 100 players hitting the same event. And with 100 players who actually know what they’re doing and are paying attention, just about any mechanic becomes overwhelmed.
. . . unless there’s mass OHKOs dished out when something scales up that high, which is a cheapening mechanic in itself . . .
Anyway, there’s not that many games I recall playing where boss mechanics didn’t fall into “recognize pattern/tell and then execute response” or “must do X in Y pattern to win”, or both in the same fight.
Oh, well, sorry there is the “random chance” bosses like the Demi-Fiend. Where you pray desperately the RNG doesn’t decide to just end the battle at any given time.