This report comes with video to 'show' you the issues I'm talking about and my general discussion on how this boss fight is just more of a chore than actually fun.
Twitch Video:
http://www.twitch.tv/strikes12/c/2390498
Boss Encounter Duration: ~Roughly 20 minutes
Grast has 3 total stages; when you get him low enough he hides in an ice block and heals while you go up a cliff, fighting adds, to destroy a shard that's healing him and providing him with the ice block. (So we assume)
Problem #1: Grast goes into his Ice Block; Adds don't despawn. Some do/have some don't and others just stop dead and sit there... doing nothing at all.
Problem #2: This fight is roughly 20 minutes. I'm sorry, he's the first boss... not the last boss, of the dungeon. It takes us 2-3 minutes to get to this boss and then 20 minutes to put him down. (Legit) It takes this long because you've got adds that don't despawn. If you didn't intended them to despawn; you should.
Problem #3: Adds never despawn, ever. Once they're spawned, no matter which stage, the adds -have- to be killed or they'll just keep training you. Even if you kill the boss and move on. (See the end of the video)
Problem #4: The 'Troll' monsters are healing at about 5K a tick... and a tick is roughly every 3 seconds? This is just stupid. With all the adds that you have in this encounter.... it's litterally impossible to keep 1.5K dps on every single add to stop them from self-healing. Instead we just have to split them up and burn them two-by-two, usually.
Problem #5: Your 'Dungeon/Boss' designers are the best, and most epic, trolls in the world. (Just tossing in a quick laugh) If they think 'Fighting Adds' is truly "Epic" then please send them back to design school. Harsh words? Yes, perhaps... but still, please? This isn't God of War or some 'Hack-n-Slash' Console Game. If -any- of our DM's ever tossed in this many adds in an encounter.... we'd tie him up and drop him off a long pier.
Problem #6: The boss goes down, the adds are still there. (This goes for all your bosses) The boss will be killed and his 'adds' mechanic will still spawn fresh adds; and his adds won't de-spawn. This forces us to stick around for another 3-5 minutes to continue to 'clear' the boss room. We've wiped on 'after-adds' (which is what we call it) more than actual bosses.
My Suggestion on how to make this boss more pleasant?
#1: Change/move the "Shards" for his Ice Block when he heals.
#2: Remove his 'Stages' and make it a constant fight.
#3: Clean-up and despawn all adds when the boss is killed.
Remove the 'paths' to go up and destroy the shards. Instead, just have them in the back of the room; each in their own corner of the room. Give them a decent amount of HP and require that the party manages the boss, and adds, while putting DPS on one shard at a time.
Have Grast go into timed 'stages' where he starts healing. If all 4 Shards are still alive... he heals very often and very quickly. As the party kills off a Shard his 'healing' timer gets extended and the quickness of the healing is less. During the 'Healing' stage when he's blocked off in ice... make the party focus DPS on the block of ice to remove it and stop him from healing. The more shards that are up.... the more HP the block of ice has. This is logical and makes sense... (Welcome to the D&D World!)
Now your fight looks like this:
#1 - DPS Shard-A / Manage Boss+Adds
#2 - DPS Ice Block to stop him from healing.
#3 - Continue to work on the Shards during the fight.
Make the timer on his Ice Block healing very often. So, if a party isn't taking down the Shards then they won't get any where on the boss. He'll just keep going into his Ice Block and healing from the power of the Shards. New people should realize this is going on within the first few triggers. When a Shard goes down, he still goes into an Ice Block as often as he was... but the Ice Block HP is lowered by 25% now (since one is down) and he only heals 75% as fast. Apply this same math for then 2 shards are down... 3 shards, then all 4. Once all 4 shards are down he cannot Ice Block and can then be killed.
[Enter Dungeons Achievements] Everyone likes Epic Dungeon Achievements! Kill him with 1 Shard still up and earn an Achievement! 2 Shards! 3! (omgawd!)
If you want to get even more advanced with your boss mechanic; make it so that if the boss hits his own Shard with his attack/mechanic then he does a lot of damage to it. A smart/good GF could then position him in a way to start DPS'ing down his own Shards.
The whole time you can spawn in -some- adds but not something like two dozen.
The fight can still be a decent amount of time; say.... 10 minutes since he's the -first- boss... not the last.
Hope you've enjoyed my suggestions; and I do plan on giving Cryptic as much feedback as I can on all your boss encounters with our group. Our thoughts, ideas, feelings and opinions can hopefully help you improve your "Epic" boss encounters so they are more enjoyable. Or just laugh at us... either way we're here to, hopefully, help you improve your end-game so you can keep customers around.
Thanks for your time everyone!
Comments
I think this could really be improved. These mechanics have been like this since the game was in early CBT and hasn't been fixed. The new mega patch is great and hopefully the next one will address the many many boss fights which are like this. I would personally like to see more mechanics to equate to greater difficulty instead of more adds being the difficulty factor.
Ran this tonight and was just stupid dumb. Please correct this fight.