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Boss fights are boring and repetitive

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  • mrchinomrchino Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 12 Arc User
    edited May 2013
    kelanator wrote: »
    Yup that would go a long ways to helping the situation, the aggro is broke, plain and simple to anyone who is a tank or cleric.

    yeah, no admittance of guilt though.. not even " we are aware there needs to be some tweak, please understand we are working on this" their customer relations has been terrible since the real problems have come out.. yet we see typically zen marketplace upgrades all the time and the devs even reply to posts quoting ONLY the things they feel like answering.

    The funniest bit is that when someone lists a heap of stuff in a post.. one of those things listed is already either fixed or isn't actually a problem, you see the dev quote ONLY that section of the player's post, respond to that and ignore the other hundred important factors brought up like it didn't happen. ... anyways.. It just makes me mad, quite simply I feel like it's no longer gamers making games for gamers, it's nerds with degrees and other people with degrees in marketing figuring out what kids will pay most for.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited May 2013
    Here are a few suggestions I have, for interesting boss fights:

    1. You're fighting a vampire. You can destroy loose bricks or support columns to bring down part of the wall/roof, and let some sunlight in to damage and debuff the boss.

    2. You're fighting a boss that has captured people or creatures - you can free them during the fight to aid you in the fight.

    3. A boss is drawing power form some object - there is a beam from said object to the boss that provides him with the power. You can try to lure the boss out of LoS of the device to weaken him, or otherwise they can place things in the area that you can move or destroy to achieve the same effect.

    4. The boss tries to activate several devices in order to harm you - you can try to deactivate or otherwise sabotage them so when he goes back to them, he takes damage/gets debuffed instead.

    5. The boss' health is actually constantly dropping even without you fighting him, but when he does hit you, he drains some health back to himself. By *not* fighting him, and keeping your distance, his degeneration will actually kill him.

    6. Similar to 5, but the boss actually devours the minions he summons as adds - if you defeat them before he can feed, he'll die.

    7. Similar to 5 above, but the boss has to go to some item or location in his area to sustain himself - there could be environmental objects you can interact with or destroy so he has to go around them to get to said item/location. Similarly, you could sabotage the area so as to weaken the boss.

    8. The real boss is actually hiding somewhere in the area, and what you're fighting in an automaton or "dummy" boss - the actual boss, once found, is relatively weak, but tries to throw you off w/ more traps or gimmicks.

    9. The boss fight pits you against another team of adventurers that behave similarly to typical players - the tank tries to keep you away from their cleric, the rogue tries to sneak up on you and backstab, etc.

    10. The boss regenerates at a very high rate - you need to use fire or acid-based attacks to debuff that. There are also fire pits or acid pools nearby that you can lure him into.
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  • apostasyxapostasyx Member, Neverwinter Beta Users Posts: 8 Arc User
    edited May 2013
    vestige321 wrote: »
    I think bosses should summons bosses instead of adds. That would be interesting...
    The last boss of dread vaults does, summons a random boss from a random dungeon, twice. Dread vaults boss is one of the only ones I thought was well thought out, but not enough.
  • furah37furah37 Member Posts: 6 Arc User
    edited May 2013
    bcvapor wrote: »
    I agree. It's so nice to play an MMO again without some idiot screeching orders, or trying to keep the "perfect" rotation while jumping electric wires and other junk. "Your DPS dropped 4.2%!" *kick*

    Every other MMO out there has ridiculous jumping puzzles and enrage timers etc, play it there if you like it.

    There has to be a healthy mix between the extremes; and having some fights on the extremes is ok as long as they don't become too common. The opposite coin of what you described is what we have in Neverwinter; the same tired fight repeated over numerous instances in both group and solo play.

    Two days ago I started a guardian fighter and made it a point to keep track of all the boss fights; by that I mean bosses that have a health bar show in-game. I am level 20 and cleared all available content prior to Blackdagger Ruins and by that point every single boss fight was the exact same thing - lots of life and waves of adds.

    For a 2013 MMORPG I think the developers can do better.
  • swamprobswamprob Member Posts: 107 Bounty Hunter
    edited May 2013
    i don't want them to make the fights end-game WoW raid complicated, but, look at WoW dungeons.

    If, before a fight begins, someone in the group says "OK, the boss will do this and this, and then at 40%, this will happen..." then that is a HUGE design fail, IMO.

    Fights need to be unpredictable. Have a base of 100 possible 'extra' things that ANY boss can do, and in any fight, the boss might do between 1 and 10 of those. At any percentage, after any amount of time. No predicting, no prescripting, etc.

    Let's get away from this bulls**t of completely predictable fights that require dance/dance responses.
  • vengolavengola Member Posts: 0 Arc User
    edited May 2013
    It would be nice every frickin boss was not an add summoner. If I am going to fight a dragon I want to fight a dragon not thousands of little creeps. On the way to him yeah, but end fight should be us against crazy powerful guy not fighting same stuff we fought during the instance.
  • ff2nn2ff2nn2 Member Posts: 60
    edited May 2013
    swamprob wrote: »
    If, before a fight begins, someone in the group says "OK, the boss will do this and this, and then at 40%, this will happen..." then that is a HUGE design fail, IMO.

    Fights need to be unpredictable. Have a base of 100 possible 'extra' things that ANY boss can do, and in any fight, the boss might do between 1 and 10 of those. At any percentage, after any amount of time. No predicting, no prescripting, etc.

    Let's get away from this bulls**t of completely predictable fights that require dance/dance responses.

    That is worth to be tried out.

    But special powers should have cooldown.
    Otherwise there might be no tactics but only random dying until the boss is dead.
    Besides, cooldown and time to recover might be more interesting than only "fair" boss strikes that can be easily avoided.
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited May 2013
    vengola wrote: »
    It would be nice every frickin boss was not an add summoner. If I am going to fight a dragon I want to fight a dragon not thousands of little creeps. On the way to him yeah, but end fight should be us against crazy powerful guy not fighting same stuff we fought during the instance.

    Is it just me or is the red dragon one of the least threatening bosses in game? Does he even melee?
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  • clannamuirclannamuir Member, Neverwinter Beta Users Posts: 217 Bounty Hunter
    edited May 2013
    bioshrike wrote: »
    Here are a few suggestions I have, for interesting boss fights:

    1. You're fighting a vampire. You can destroy loose bricks or support columns to bring down part of the wall/roof, and let some sunlight in to damage and debuff the boss.

    Nice but, how would you let the player know that's what they have to do?

    2. You're fighting a boss that has captured people or creatures - you can free them during the fight to aid you in the fight.

    It's not a boss fight. Change it to you must keep the people alive would be a possible boss fight

    3. A boss is drawing power form some object - there is a beam from said object to the boss that provides him with the power. You can try to lure the boss out of LoS of the device to weaken him, or otherwise they can place things in the area that you can move or destroy to achieve the same effect.

    Been there, done that. Make it so you have to draw the boss away from the devices to destroy them and magic (ranged) attacks have no effect on the objects. See my reply to 10 for why I wouldn't like this.

    4. The boss tries to activate several devices in order to harm you - you can try to deactivate or otherwise sabotage them so when he goes back to them, he takes damage/gets debuffed instead.

    This is interesting. Make it so that the boss is invulnerable when all are up, becomes more vulnerable as devices are deactivated. And would regain invulnerablity when he reactivates devices. Definitly would take a team to defeat.

    5. The boss' health is actually constantly dropping even without you fighting him, but when he does hit you, he drains some health back to himself. By *not* fighting him, and keeping your distance, his degeneration will actually kill him.

    Sorry, cannot see the story line for this one. The boss would be dead before you entered the room

    6. Similar to 5, but the boss actually devours the minions he summons as adds - if you defeat them before he can feed, he'll die.

    Change from die to cannot regenerate heath

    7. Similar to 5 above, but the boss has to go to some item or location in his area to sustain himself - there could be environmental objects you can interact with or destroy so he has to go around them to get to said item/location. Similarly, you could sabotage the area so as to weaken the boss.

    Sounds familiar. I would use bridges.

    8. The real boss is actually hiding somewhere in the area, and what you're fighting in an automaton or "dummy" boss - the actual boss, once found, is relatively weak, but tries to throw you off w/ more traps or gimmicks.

    I've done a fight like this once and found it unsatisfying. But that's me.

    9. The boss fight pits you against another team of adventurers that behave similarly to typical players - the tank tries to keep you away from their cleric, the rogue tries to sneak up on you and backstab, etc.

    This has been done to death

    10. The boss regenerates at a very high rate - you need to use fire or acid-based attacks to debuff that. There are also fire pits or acid pools nearby that you can lure him into.

    I'm not a big fan of "You need a special attack" boss. If you don't have a character with the attack, that party has already failed the dungeon.
  • lazybrahlazybrah Member Posts: 24 Arc User
    edited May 2013
    This is my biggest issue with this game. I dropped DDO and placed Raidarz to play this game.
    Not only am I clearing the levels way too quickly, I am frequently irritated at the lack of actual content (meaning, non-reused quests) so far. In between 1-30 I was still experiencing new stuff because the way they spaced out all their progression, but then everything after that quickly becomes stale.
    I miss the beginner island of DDo. Even though there are better quests in that game, I will not likely to come across another company who really wanted to put effort into their mmorpg game, even at early levels.
  • sweatapodimassweatapodimas Member Posts: 257 Arc User
    edited May 2013
    noroblad wrote: »
    I agree. Need more disintegration and save vs death, and less adds :)

    +1,000,000 ;)
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  • nationalcity1nationalcity1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 58
    edited May 2013
    mrchino wrote: »
    yeah, no admittance of guilt though.. not even " we are aware there needs to be some tweak, please understand we are working on this" their customer relations has been terrible since the real problems have come out.. yet we see typically zen marketplace upgrades all the time and the devs even reply to posts quoting ONLY the things they feel like answering.

    The funniest bit is that when someone lists a heap of stuff in a post.. one of those things listed is already either fixed or isn't actually a problem, you see the dev quote ONLY that section of the player's post, respond to that and ignore the other hundred important factors brought up like it didn't happen. ... anyways.. It just makes me mad, quite simply I feel like it's no longer gamers making games for gamers, it's nerds with degrees and other people with degrees in marketing figuring out what kids will pay most for.

    What bother's me is that this had to of been brought up during the closed beta and this is still an issue now?

    I mean I know there still trying to use the OPEN BETA excuse but COME ON we all know the game is launched now and this is a huge issue you would think they would actually fix this in one of the 1000000 maintenance's they have each week.....

    Do they really think that the cleric aggro is not a big issue considering every thread is basically about it...
  • cookjkcookjk Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 91
    edited May 2013
    Well play a foundry than with a story line instead of the dev content. There is only so much you can do for a boss fight since a boss is going to be a big baddy with massive HP that is going to try and kill you with AOEs as fast as he can and shouldn't be controlled in anyway. I don't know what you think a boss fight should be but that sums it up in any campaign PnP also or video game since Atari.
  • nationalcity1nationalcity1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 58
    edited May 2013
    cookjk wrote: »
    Well play a foundry than with a story line instead of the dev content. There is only so much you can do for a boss fight since a boss is going to be a big baddy with massive HP that is going to try and kill you with AOEs as fast as he can and shouldn't be controlled in anyway. I don't know what you think a boss fight should be but that sums it up in any campaign PnP also or video game since Atari.

    But you seem to be missing the point..... The boss fights are repetitive there the exact same in every dungeon boss summons tons of adds that's the only strategy there is?

    I understand there suppose to have massive HP but that doesn't mean they all have to be scripted exactly the same with the stupid adds......

    How is that not boring I mean can't they think of anything else for the boss to do besides summon tons of adds each fight? I would be ok with anything besides having the boss just summon adds at 80/60/40/20% like it is now..........


    What other games have this same exact mechanic over and over in every dungeon you go too...... It's like they got lazy and didn't feel like actually putting any effort into bosses besides having them summon tons of adds.... I know that's not true but it feels that way at times......
  • neyph69neyph69 Banned Users Posts: 150 Bounty Hunter
    edited May 2013
    Sorry if i seem a bit ignorant but this is my first Perfect World Game. I see alot people complaining about the boss fights being boring but alot of people saying that they dont want complicated boss fights. Well i've been playing MMOs since about a week after original Everquest released(the day they opened up the PVP servers). Ive played just about every MMO thats come out since with exception of perfect world MMOs(they always looked a bit cheesy and kiddish). Back on topic...a boss fight absolutely should not be just a big guys with a bunch of adds it should be something that you actually need to work to beat with organization and communication(at least for end game bosses, early game bosses can be tank and spank). Downing end game bosses should be not just loot rewarding but also give you a feeling of accomplishment. You dont get that feeling if the boss is a cookie cutter model of every other boss. All of you people that are saying you dont want to need crazy reflexes and and an explanation of a fight have obviously never played at the end game of an MMO like EQ or WoW. Those are the fights that make the game what it is. If you dont feel like you should have to work for your loot and think that you should just be able to walk into an "end game" dungeon with no knowledge as whats to come and clear it with issues then the MMO genre probably isnt for you.
  • carvwacarvwa Member Posts: 0 Arc User
    edited July 2013
    cookjk wrote: »
    Well play a foundry than with a story line instead of the dev content. There is only so much you can do for a boss fight since a boss is going to be a big baddy with massive HP that is going to try and kill you with AOEs as fast as he can and shouldn't be controlled in anyway. I don't know what you think a boss fight should be but that sums it up in any campaign PnP also or video game since Atari.

    Ah, not quite. Maybe when people buy HAMSTER, but the real games that stand out, Icewinds dales, Balders Gate's, Neverwinters, many many before that, even Tunnels of Doom (TI-99a). If you didn't have the right party, you didn't win (period). Even when you had the right party, it was not, repeat NOT brute forceable, if you went in as a fighter, magic would kill you, if you went in as a mage, then you were just dumb, as if you didn't have a healer (paladin, cleric, even a druid under the right circumstances). The problem is, using your brain it too much work, and doesn't get you the reward. It's all about speed and DPS. It's tragic really, all people want anymore is to beat on things, and most MMO's pander to that to make money. Remember, it has to appeal to the lowest common denominator, unfortunately this style of play has brought EVERYONE's IQ down to the point where most people don't tolerate it, it's the only thing they enjoy.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited July 2013
    In my opinion bosses "white dmg" should be higher, this way we will need tanks to actually tank some bosses. Reduce the amount of adds in some boss fights.... Frost Hearth is just stupid but its doable.

    Since the last big update the fight mechanics is a lot better, i can now actually do every dungeon in the game with a "normal" party (1 of each class).... beside CN for now :/
  • tinkerstormtinkerstorm Member Posts: 812 Arc User
    edited July 2013
    This problem is not limited to boss fights. Cryptic has decided that difficulty = moar trash mobs in every encounter. Don't think, just spam attacks.
  • dmolisher1dmolisher1 Member, NW M9 Playtest Posts: 90 Arc User
    edited July 2013
    well only not boring in this game are foundry.
    But there arent any good drops in foundry.

    I capped 1 off all classes to lvl 60, and i got bored off this game.
    Not much to do when capped, way too much repetitive boss fights.
    ALot off redicilous nerfs to classes because off pvp / pve.
    No real builds, because only 1 specialisation for each class.

    Soo ill go play DDO again, just email me when you do that expansion, i might be back.
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  • marvelz0mbiemarvelz0mbie Member Posts: 9 Arc User
    edited July 2013
    Honestly, most of the boss fights - featuring mad AoE and adds - are quite engaging. Combined with the reflex/action combat that is Neverwinter, these fights require much more attention and concentration than most MMO boss fights I've ever seen - except maybe end-game DCUO raids.

    That said - yeah....let's see some more mechanics. Go ahead and rip off WoW, SWTOR, and others if you need to. But give us diversity so that running dungeons over and over again is a bit more fun.

    Also - dungeons feature way too much trash. Just did Dread Vault on back-to-back nights, and man is that a boring grind to get to the end-boss. Tighten up Cryptic - if your internal team isn't loving it, either are we.
  • ancientwolfgr808ancientwolfgr808 Member Posts: 163 Arc User
    edited July 2013
    jedizalm wrote: »
    Fancy polls and lots of complaints are nice and all, but what do you suggest they do with the limited AI? I mean, its not like every fight can be some crazy epic Dark Sould styled fight. Or a huge, expansive puzzle fight like Shadow of the Colossus.

    Why not? D&D is supposed to be all about unique encounters.
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  • grimwolf512grimwolf512 Member Posts: 73 Arc User
    edited April 2015
    Only thing I hate in boss fights is waves and waves and waves of adds. I like more straight forward fights.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    Only thing I hate in boss fights is waves and waves and waves of adds. I like more straight forward fights.

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    This content has been removed.
  • yokanaanyokanaan Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited April 2015
    I think that dungeons should offer more variety instead of just pummeling through different mobs to get to boss fights.
    Some ideas below (I could have seen it in different games so sorry if you notice sth familiar):

    - jumping on moving platforms which can be deadly and using elevators to the higher ground
    - hidden hints or entrances which require you to actually solve sth to get further
    - jumping into lava, fire, waterfalls, "leaps of faith", sliding down on ice like during Winter Festival and choosing the right direction.
    - quest in the dungeon to kill a boss who keeps running through a dungeon and sets traps from mobs
    - actual traps - not some pits visible from miles ahead, falling stones, chambers full of sth nasty, poison darts - you name it
    - long stone corridors which start closing when you walk through it
    - mazes which can guide you to great riches or your doom
    - separating your party - you need to press the button in 2 different places or activate 5 different platforms by standing on each.
    - turning off the lights and using your spells to light the way
    - moving ships which take you to the next level when you pay a small fee to the undead captain - fee would include some item found in this dungeon (sth like with plants and stones in The Cloak Tower to unlock chest)
    If you don't have it - you need to look for it.
    - dungeon made of bridges, ropes and ladders to climb - some of them would start falling apart


    Boss Ideas:
    - fighting with one and only one boss in a dungeon who emerges in 3 different places (so like 3 different bosses but you have one which does sth different every time)
    - boss which has the ability to mimic your spells used in that fight so you need to think what you want to use every time and every time it's different
    - boss which gives you a choice to save him or kill him and rewards vary on your choice so as the questline
    - transforming you into the boss and your task is to find and kill the entire party of players
    - boss which should be kited to the last chamber while fighting your way through the dungeon. Then when he finally reaches it the final fight starts.
    - boss which is trying to get his hands on the treasure so as you do. He wants some artifact from that dungeon and you are there to get there before him. The fight starts when you both reach it and you see him holding it in some cutscene (sword, statue, some other thing).
    He transforms into sth even more powerful and you need to retrieve it from him.



    The are endless possibilities instead of just walking through a dungeon, using spells and getting your drop.
  • ktogokimerktogokimer Member Posts: 19 Arc User
    edited April 2015
    Holy necro batman !
  • alboradaalborada Member Posts: 21 Arc User
    edited April 2015
    I agree, nearly 90% of boss fights are 1 big dude and many small minions/adds. I was thinking exactly the same, it gets to a point where the game lagg so bad (specially in tiamat) and you have to reduce all graphics to low. Is like they dont know how to create strategy for a boss fight. What if another game has a fight similar? at the end every game has the same concept, you play a hero against evil.

    There are many ways you can add challenge to a battle without calling hundred of adds. I would also want to see more raids, one of the best part of an mmorpg is raids, specially ones that you can do with your guild. Tiamat raid system is just awfull, you have no control whatsoever of who enters and who doesnt. Even if you have a group and they all zone in at same time, it end up splitting them in different chans.

    We need more strategy and more raids ;)
  • hargoodhargood Member, NW M9 Playtest Posts: 13 Arc User
    edited April 2015
    It's funny how out of date this thread is now. (meaning that they are fixing the fights in Mod 6)

    I want to give my Out of Date Suggestion for Dungeons to:

    There needs to be a Dungeon that has an Epic Dragon Fight and not just the same ol Tank n Spank were maybe the Floor is part of the battle, like it sinks in gold or something and people need to even watch out for things falling from the ceiling so it keeps them moving around.. Yep thought of that myself.


    On a serious note, I like Tougher dungeons but at the same time they will scare me because Most People can't even get the Mechanics right in the dungeons we have now.

    There are so many "GoGoGo" kids that can't do simple things like "Hit Valindra when she is choking someone, or hit the hand holding someone" (100% standing for them on this one. its silly). I always laugh at the "Imz Such a Great DPS" peeps that can't do simple things. They want Tougher Dungeons but when they have to do one Task that is meant to give DPS something more to do, they just go brain dead.
  • katamaster81899katamaster81899 Member Posts: 1,157 Arc User
    edited April 2015
    This is a necroed thread, meaning it will shortly be locked, so there is no point in posting here.
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  • learch123learch123 Member Posts: 514 Bounty Hunter
    edited April 2015
    Only thing I hate in boss fights is waves and waves and waves of adds. I like more straight forward fights.

    i would love to see a old fashion tank and spank right now we realy dont have one excpet for elol the rest are add fests
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