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
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nukeyooBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I heard Onyxia in WoW was the first boss created in the first MMO....
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.
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
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dtrain69Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
It would be so weird to see a DPS race boss with an enrage timer in a T2.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc 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.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
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nukeyooBanned Users, Neverwinter Beta UsersPosts: 0Arc 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!
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replicaclonedMember, Neverwinter Beta UsersPosts: 0Arc 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.
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....
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)
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.
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.
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.
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.
Comments
I definitely agree though; the way all of these bosses are designed is pathetic, especially with the precedents set by previous MMOs.
LOL I only used it as a popular reference. I could have gone with a Lord Nagafin Raid in EQ I suppose
There is no excuse for the laziness of these boss fights.
Simpsons did 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.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
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.
diablo 3 did it, which was one of the only things they did right in that train wreck of a game....
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)
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.
The people designing boss fights should learn from this fact for future content.
Sounds like someone needs some gear.
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.