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The Cryptic Studios Guide to Quality Boss Design

drexl420drexl420 Member, Neverwinter Beta Users Posts: 24 Arc User
edited May 2013 in General Discussion (PC)
1) Spam Adds.
2) Spam another round of Adds.
3) When in doubt, spam more Adds.
4) ???
5) ???
6) Profit?
Post edited by drexl420 on

Comments

  • eendddeenddd Member Posts: 22 Arc User
    edited May 2013
    It get's old pretty fast doesnt it. Ah well atleast u dont have to explain strats cause everyone seems to know the riddle :)
  • agent2090agent2090 Member Posts: 40
    edited May 2013
    I do like the Spellplague Caverns boss, it at least adds some sort of variety - adds are stronger the closer they are to the boss, and it gets harder and harder to get distance from the boss as the fight goes on. But other than that, most bosses are pretty much the same strategy: hit boss - kill adds - hit boss - more adds.
  • drinnthdrinnth Member Posts: 227 Arc User
    edited May 2013
    With the amounts of underlings we have to kill to get to a boss, how in the world does the boss have more underlings to constantly spawn and throw at the party. It seems to go against DnD to have infinite adds possible and is a lazy boss mechanic. To use that same mechanic for every boss fight and even with the minor changes in setting does not speak well for the dungeon/boss encounter developers. With all the previous MMOs and boss encounters seen as possible, to settle for this mechanic alone as the one trick pony for NW, leaves you wanting just a bit more I think.
  • gunbahahagunbahaha Member, Neverwinter Beta Users Posts: 139
    edited May 2013
    Honestly, a few bosses have unique mechanics. Spider Queen for instance is healed by the spiders. Red Dragon has actual phases. Dracolich spawns adds with a beam. Frozen Heart first boss has phases. Spellplague boss has an add steroid mechanic.

    The key problems are:
    1) Bosses don't have enough unique mechanics
    2) Red circles make everything look the same
    3) Too many adds
  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited May 2013
    drexl420 wrote: »
    1) Spam Adds.
    2) Spam another round of Adds.
    3) When in doubt, spam more Adds.
    4) ???
    5) ???
    6) Profit?

    Yeah I find that aspect of the game annoying as well, and they could honestly do so much more, hell throw in some puzzles instead of adds, or how about traps? I mean traps that have consequences not these rush through don't worry about the hits faux traps we have now. They did so many things right the atmosphere the music the variation of Mobs...but just fell short at the boss battles.
    Always Looking for mature laidback players/rpers for Dungeon Delves!
  • gifresponsegifresponse Member Posts: 46
    edited May 2013
    3ud4e5.jpg
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited May 2013
    To be fair, this actually an improvement from past games. In CO the only difference between hard and easy bosses is the size of the sack of hit points the bosses are made out of. For really hard bosses they put in a timer. So you arnt really beating the boss, but the clock.

    So all things considered. It could always be worse.
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited May 2013
    You forgot:

    If boss is Frost Giant, spawn even more adds.
    Use the <removed exploit lead-in> to interact with the auction vendor.
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