That's a better boss-fight, since it forces you to stay on your toes. Even in games for children you see that mechanic. In the new Tintin game e.g. (I'm afraid I bought it ), you have to fight Rackham, who forces you to jump or duck every now and then. It makes the fight way more dynamic.
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02-02-2012, 21:07 #1331
03-02-2012, 07:24 #1332
I won't worry about those big and slow 1 trillion hp bosses much. Honestly we can't expect too much from them. They will take forever to kill and will require a community effort. You will not be "The Hero" that takes it down. They will be exactly what we expected.
I am more interested in those smaller, faster moving bosses with special abilities tbh. If there is a small world event boss, you can bet that he/she would be epic.
Last edited by CHIPS; 03-02-2012 at 07:28.
03-02-2012, 10:52 #1333
This is also, BTW, why the final NF boss battle kinda sucks. Yes you can lose, but if you just follow the pattern, you'll win by default. The only struggle (and there is barely that) is in doing it fast enough to beat the time limit for master's reward.
Imagine you're playing a modern-setting FPS. You're in a room and a tank drives straight through the wall and aims its gun at you. Then it does nothing whatsoever for two minutes, after which it fires its gun once every 50 seconds without re-aiming or anything remotely similar. You'd be like, what the **** am I playing.
03-02-2012, 11:31 #1334
The problem with Abbadon isnt that he is stationary though, but that there is a pattern. Once you know the pattern he is pretty much a pushover. The same would be true if he ran around like crazy as well; if he does so in a predictable pattern where you don't have to think at all once you got it down it would still be a challenge-less fight. It has nothing to do with the movement of the boss and everything to do with the mechanics of the fight as a whole. The movement is cosmetic only.
03-02-2012, 13:31 #1335
However, the easiest way for the boss to break the pattern of the players (because the boss is supposed to seem to try to beat the players, remember?) is, in most cases, to move. One reason Glint was considered the ultimate boss battle back in the Prophecies days (hahaha, better than the lich at least) was that Glint used several tactics that, despite them being on a pattern themselves, seem intended to break players' patterns.
In short, with Glint, you had a pissed off dragon that got in your face, and she had several methods of screwing you over if you tried to defend yourself.
With the Shatterer, you have a pissed off dragon that stands there taking hits. Now, sure, there might be more to it than meets the eye. Still, I expect it to have the same general feeling of oversimplicity that I get from GW2 instead of the careful synergizing (and antisynergizing) and pattern breaking that I got from GW1.
03-02-2012, 14:10 #1336
Isn't using the Shatter event a bit misleading? Isn't it a entry level encounter designed to be part of the tutorial?
I may be misunderstanding it, but I would expect an encounter like that to be quite simplistic. The purpose of such an event would be to give players a first taste of Boss battles. I would not expect a lot of complexity, since it could prove to be a turn off for new players. You don't want to smack them with a complex, game skill requiring battle right off the bat. That entry level encounter should illustrate the basics only. Complexity can and should be added with subsequent battles. I just don't think we've seen enough of these follow on battles to make a good judgement on whether or not we will get complex and varied boss battles.
03-02-2012, 14:11 #1337
- GuildWars Online [GWO] ||| The Order of Dii [Dii] |||
The Shatterer isn't an entry level encounter, it's an high-level one, so the comparison is valid.
03-02-2012, 14:15 #1338
Apologies, my error.
Do we know at what point (first quarter, half way, end game) that this encounter occurs?
03-02-2012, 14:23 #1339
I thought around level 45, so half way.
03-02-2012, 15:21 #1340
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- The Order of Dii [Dii]
The shatterer for example can encase people in ice. If you don't respond by freeing them, you're probably toast. Bosses have abilities like this which, if implemented well, can make the fight quite epic. With the right difficulty level, it'll be epic.