Feedback:User/Titani Ertan/PvE Bosses

From Guild Wars Wiki
Jump to navigationJump to search

Take games like Nostalgia (DS), Kingdom Hearts (PS2), Tales of Eternia (PSP), Age of Conan (PC), even Fossil Fighters (DS) or Dexter (PSP) [I didn't take games like Final Fantasy or World of Warcraft for a reason]. Do you know why I finished all these games, and I even enjoyed it? They have one way or another of excitement. Be it the battle system, unique bosses, interaction, storyline etc etc. They had a system of excitement; you don't feel like an idle game when you play it, but you don't stay on the edge for a long time.
Guild Wars lacks that.
NOW, take a game like World of Warcraft. Since I didn't play it for a while, here's what person say: "WoW's boss fights are way more varied. Some boss fights have you move out of a PBAoE skill, similar to POX. Some boss fights have walls of flame that sweep from one side of the room to the other that each member must avoid. Some fights have members encased in a web, unable to act unless an ally frees them by destroying the web. Some fights have a boss that burrows mid-fight and forces you to fight some trash in the meantime. Some bosses use a Chain Lightning-type spell that can jump an infinite number of times, so your party has to stay spread out. Some fights combine several of these into a single fight, making it an intense battle as you remember to dodge all the dangerous shit, keep up your damage or healing, stay close to or away from party members, and prepare for the next phase of battle, all at once." Auron - Ever had any of those things in GW? Yes, in PvP, sometimes, but I haven't had that for a very long while. I quit WoW because it was too tactics based for me, but I also quit GW because it lacked all tactics. For normal fights... I can understand. Hard Mode isn't balanced, so I won't mention it, but end game bosses don't require any special attention or great skills. Maybe end-game isn't a good example, since you want people to finish the game, but Dungeon Bosses are a great example. In DnD, you have a huge boss fight at the end, that depends on the GM (Game Master), can either be so hard and fun or so meh.
In Kingdom Hearts, there's a Coliseum. One of the optional boss battles in the coliseum is the Platinum Match, featuring Sephiroth battling you all by himself and yourself. Sephiroth is the hardest foe in the entire game, and when PSM called Squaresoft for help with killing him, Squaresoft replied "Are you level 100 yet?" (level 100 is the highest level). In the Sephiroth battle, if you miss too much, you die. If you don't use the elixir on the right time, you die. If you stay idle when he casts Meteor, you die. No alternative, you're either great in the game or you lose, no alternative.
This is an extreme, but I'd love something similar implanted. For example: Arachni shoots a special Web skill, in which there is a 100% chance webs entangle around one party member and causes him -2 degeneration, 50% to two members, 30% to four members, and 5% to five members. To free the party members, you must destroy the webs that entangle them. This leaves open a great new tactics, and is exciting. Something that simple. Or, you can give Havok Soulwail a skill where he calls Jotun reinforcements, or give TPS Regulator Golem a skill where he is in an invincible mode, and deals insane damage, but the damage is reduced for every adjacent ally, or even give Zoldark a skill where he summons a dark portal and you need to destroy the portal in a set amount of time or some or all of the party members die.
Those are just very few of the billion possible and viable options.