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Boss Mechanics? Really?

choderanglerchoderangler Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 14 Arc User
edited June 2013 in PvE Discussion
I have two level 60 Characters, a Cleric and CW. Both with 10k + GS and I have to say I am extremely disappointed with end game content. Every T2 Dungeon is relatively the same. The first 2 bosses are of easy to moderate difficulty and then the final boss is overwhelmingly difficult, and not because of their Damage, or their hit points, or any kind of engaging or thought provoking mechanics, but shearly the hundreds of hundreds of respawning adds. Every fight is the same, kite adds burn the boss down.

This is extremely boring and frankly lazy game design. Adds being part of a fight is one thing, IE Onyxia in WOW. But to have it be the core mechanic of every boss fight is ridiculous and has ruined the end game enjoyment for me. Please redesign epic instances with engaging mechanics and not swarm tactics.
Post edited by choderangler on

Comments

  • nukeyoonukeyoo Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I heard Onyxia in WoW was the first boss created in the first MMO....
  • ezettspotlightezettspotlight Member Posts: 5 Arc User
    edited May 2013
    Make boss hits harded, more skills or anything else and decrase amount of adds. That would be the best.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited May 2013
    It would be so refreshing to have a boss w/o a single add lol.
  • heathenhammer9heathenhammer9 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 144 Bounty Hunter
    edited May 2013
    They are still trying to get their auction house to work properly...I doubt we'll be seeing any improvements to boss mechanics anytime soon.

    I definitely agree though; the way all of these bosses are designed is pathetic, especially with the precedents set by previous MMOs.
  • choderanglerchoderangler Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 14 Arc User
    edited May 2013
    nukeyoo wrote: »
    I heard Onyxia in WoW was the first boss created in the first MMO....

    LOL I only used it as a popular reference. I could have gone with a Lord Nagafin Raid in EQ I suppose
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited May 2013
    It would be nice if they had, idk, looked at the wealth of bosses in EVERY OTHER FRICKIN video game and thought, let's use some of those tactics and techniques. etc.

    There is no excuse for the laziness of these boss fights.
  • kilo418kilo418 Member Posts: 823 Arc User
    edited May 2013
    grienne wrote: »
    It would be nice if they had, idk, looked at the wealth of bosses in EVERY OTHER FRICKIN video game and thought, let's use some of those tactics and techniques. etc.

    There is no excuse for the laziness of these boss fights.

    Simpsons did it
  • dtrain69dtrain69 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    It would be so weird to see a DPS race boss with an enrage timer in a T2.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited May 2013
    I agree... all the adds are neither fun nor make the fight more interesting. It is a crutch of a mechanic, along with bosses that chain knock/hold or otherwise basically 1-hit kill you because their first attack disables you too long to do anything about it.

    I would love to see boss fights that use the environment more, or involve a bit more team strategy - like flanking or distracting them.
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  • nukeyoonukeyoo Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I would love to see a pink unicorn boss that shoots rainbows out of its eyes and drops giant skittles on your head and when you get hit by his giant rainbow colored nimbus cloud you have to run to a certain part of the map where there's a pot of gold and you have to taste the rainbow to dispel the rainbow cloud nimbus super death debuff! That would be sooo awesome brah!
  • replicaclonedreplicacloned Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I was chatting with a guild mate about the upcoming 20 man raid that is in the works. I said that if it is anything like the current crop of end boss fights, I expect instead of a 5 or 6:1 ratio of adds to party member in the current dungeons it will be a 15 - 20:1 ratio for the raid.

    At which point the laughter surrounding the developers choice of boss mechanics will be deafening, and the trend of people slowly leaving the game will escalate.
  • phaazenphaazen Member Posts: 75 Arc User
    edited May 2013
    nukeyoo wrote: »
    I would love to see a pink unicorn boss that shoots rainbows out of its eyes and drops giant skittles on your head and when you get hit by his giant rainbow colored nimbus cloud you have to run to a certain part of the map where there's a pot of gold and you have to taste the rainbow to dispel the rainbow cloud nimbus super death debuff! That would be sooo awesome brah!

    diablo 3 did it, which was one of the only things they did right in that train wreck of a game....
  • trevien29trevien29 Member Posts: 257 Arc User
    edited June 2013
    Constant adds on all boss fights is a boring and tedious mechanic. One that needs to be addressed.
  • moskibearmoskibear Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    trevien29 wrote: »
    Constant adds on all boss fights is a boring and tedious mechanic. One that needs to be addressed.

    agreed, there are many issues with the game, but the fact that each boss is exactly the same fight in its core is starting to be rather tedious. (no, that tentacle in dread vault does not count)
  • nibby75nibby75 Member Posts: 5 Arc User
    edited June 2013
    I have two level 60 Characters, a Cleric and CW. Both with 10k + GS and I have to say I am extremely disappointed with end game content. Every T2 Dungeon is relatively the same. The first 2 bosses are of easy to moderate difficulty and then the final boss is overwhelmingly difficult, and not because of their Damage, or their hit points, or any kind of engaging or thought provoking mechanics, but shearly the hundreds of hundreds of respawning adds. Every fight is the same, kite adds burn the boss down.

    This is extremely boring and frankly lazy game design. Adds being part of a fight is one thing, IE Onyxia in WOW. But to have it be the core mechanic of every boss fight is ridiculous and has ruined the end game enjoyment for me. Please redesign epic instances with engaging mechanics and not swarm tactics.

    And this is different than normal dungeons? I'm sorry but the add ons in either regular dungeons or t2 dungeons is a f'ing joke. It's llike Cryptic's way of say we can't make a challenging boss fight without having to make the players deal with 100s of add ons.
  • lupita170lupita170 Member Posts: 122 Bounty Hunter
    edited June 2013
    The funny part is that probably the most well designed / most challenging boss before people over-geared it fight in the game, has the lowest amount of adds of any boss fight, talking about Mad Dragon of course.

    The people designing boss fights should learn from this fact for future content.
  • chudovishyechudovishye Member Posts: 0 Arc User
    edited June 2013
    Adds being part of a fight is one thing, IE Onyxia in WOW. But to have it be the core mechanic of every boss fight is ridiculous and has ruined the end game enjoyment for me. Please redesign epic instances with engaging mechanics and not swarm tactics.

    Sounds like someone needs some gear.
  • memorythoughtmemorythought Member Posts: 49 Arc User
    edited June 2013
    lupita170 wrote: »
    The funny part is that probably the most well designed / most challenging boss before people over-geared it fight in the game, has the lowest amount of adds of any boss fight, talking about Mad Dragon of course.

    The people designing boss fights should learn from this fact for future content.

    That one the difficulty wasn't in the number of adds but the type. All LT levels that could put fast exploding runes beneath every single character? Yeah, that's just messed up.
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