basically, all your saying, is it is the enemies job to be easily killed while you make minimal efforts.
What I’m saying is that if “fixing” stacking means making fights extremely tedious where mobs run around in circles, don’t do it. Bearbow rangers and GS mesmers knocking mobs out of stacks annoys people enough, now imagine if they just ran away themselves. The game would basically become CC wars 2 where pugs take a guardian using hammer/staff to perma-CC running mobs and organised groups just chain CC with their usual weapons or use a different utility. It honestly isn’t any more “interesting”.
dont throttle my dmg – so the enemy should not in any way try to avoid my dps
Do you not see that “reduce damage of one guy while everyone else does normal damage” is a completely dull mechanic? The boss has exactly the same mechanics, just one dude does less damage. How does that solve anything? Do you think the ferocity nerf made combat more interesting? They’re both throttles, and they both did/do nothing.
essentially your perfect boss was the target in lions arch, except with a low HP pool.
My perfect boss is a boss with multiple phases, each with their own mechanics which change dependent on whether people are at range or not and with multiple attack skills that can be blocked, reflected or dodged. It is a boss with no damage throttles, and doesn’t run away from you, in fact it chases you.
Who am I?
IMO, stacking is the reason why the DEVs don’t ever give us new dungeon content.
It trivializes all dungeon content. It also makes fights incredibly boring. Stack in that corner, burn down the boss.Stack Alphard, don’t dodge, don’t use reflect.
Stacking does not trivialise content.
Running away and having to control the monster would be a good mechanic, for SOME bosses/enemies some of the time.
Yes its annoying, but the enemy is supposed to be trying not to get killed. A well executed running enemy, you get a thrill when you force them to take your burst. The thrill is catching them, and coordinating well enough that you get the best burst possible.
note this is not EVERY boss.
Also the game is actually supposed to be using CC to control the monsters, that was their initial plan, which apparently never happened. I dont think the boss tactics are better because CC is irrelevant, i think they are worse.
The reduced dmg from a certain side mechanic gives more depth, because it makes it so the players have to adapt to what the enemy is actually doing. If he is facing you, your goal is to survive, and keep him facing you, so other people can do more dmg, if he turns from you, your goal is to do as much dps as possible.
Mechanics that make you pay attention to the enemy, and try to manipulate and capitilize on what the enemy do are engaging. Mechanics that make you change your focus from offense to defense, or something else are engaging.
As far as multiphase fights, while i like the idea, i dont think it should always be tied to phases, for example, the facing you less dmg mechanic, would make people use different tactics multiple times, even during different phases.
Stacking is fine in theory, but the enemies play into it way to easily. Stacking can be the optimal condition, but if thats the case the enemies shouldnt ALWAYS allow you to easily maintain your optimal case.