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Old Nov 15, 2007, 07:08 AM // 07:08   #1
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Default Dungeons and Bosses: improvements for GW2 or GWEN

One of my favorite things in GWEN are the dungeons but some of them leave a little to be desired.

Firstly in general. Dungeons were supposed to be full of booby traps and secret passages. Many of them are, but the traps are fairly simple to overcome, boulders can be dodged. Jets of fire can be outhealed or timed correctly. To be honest they don't dramatically effect the party's survival. I'd just more traps and more varied traps:

For example: Crushing walls, passages closing off after we enter them, pushing blocks onto pressure plates to open doors, more GOLEM puzzles, picking up and placing objects to move on. You know, all the Zelda stuff.

Bosses: Dungeon bosses are typically very normal. When GWEN first came out I was very impressed with Frostmaw and her crew, she's the right size for a dungeon boss. Although beating her is a bit of a target and spam affair.

Which leads onto my main point. Most dungeon bosses are a simple: big health, big damage, just deal enough damage to kill them, affairs. There are a few exceptions, such as Fendi Nin and Zoldak who are different from any other GW bosses, and great fun to fight.

I would love the other bosses to become more like these. Fights in phases with each form having a different skill (like the Monoliths in NF were hinting at, although they always died too fast for you to really see they're ability) and more really weird attacks that take advantage of everything the GW engine can offer. For example, the three prismatic oozes could be class changers, they could also be 3 times/2 times the size. that would really make that battle memorable.

Anet has already achieved really epic bosses like this with Abbadon and Kanaxai (Urgoz not so much, but almost) they require something different to beat, not just target and hit spells.

So here are some boss ideas:

Bigger in size
Flashier special effects
More life (draw these out, I want to fight a boss for 10minutes, not 10 seconds)
More effects/monster skills (they've got costumes, why not have a skill that turns you to stone and disables your skills?)
More invulnerability (a boss that cannot be hit by melee/spells? a boss that when they reach a certain point of life then they can only be hurt by degen or hexes?)
Boss rooms requiring more movement (like the fireballs in Catacombs)
Waves of minions coming to help (Arachni needs some extra spiders)
More screen shaking and talking (bosses like Fendi Nin should talk to you/gloat during the fight)


I know this probably ain't gonna happen in GWEN now, but maybe this could be kept in mind for GW2

thanks

Mazey
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Old Nov 15, 2007, 12:27 PM // 12:27   #2
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In other words more imba frustration right?

Harder areas areas are good as long as it doesn't get so ridiculous that there are only very select ways of getting it done. Profession exclusion is not a good thing. I'm sitting on the fence on this suggestion.

/halfsigned...
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Old Nov 16, 2007, 06:45 AM // 06:45   #3
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No other thoughts?
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Old Nov 16, 2007, 07:03 AM // 07:03   #4
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Meh... I found some of the bosses to be hard enough, and more damage? Almost every boss except frostie has a spell/skill that can almost destroy your whole party in 1-2 seconds.

More health? Again, some have massive amounts of health and take a good while to fight. Half the time I'm bored on my ass just clicking my skills over and over until the bastard dies.

As far as traps go... no. They are an annoyance, and having new ones or other ones would just be an annoyance as well.

What I really think that needs to be changed is what you said, a little bit more gloating and flaming by the boss. Secret Snowman lair was great, because nearly every mob tried to make fun of you.
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Old Nov 16, 2007, 07:56 PM // 19:56   #5
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For dungeon bosses, I would like bigger, epic sizes sorta like WoW Raid bosses :P
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Old Nov 16, 2007, 08:12 PM // 20:12   #6
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Quote:
Originally Posted by MrGuildBoi
For dungeon bosses, I would like bigger, epic sizes sorta like WoW Raid bosses :P
you haven't done The Four Horsemen in the UW have you?
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Old Nov 16, 2007, 09:21 PM // 21:21   #7
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As far as bosses, I found that the challenge level depends widely on what profession/build I'm using. Some that my mesmer can just plow through actually give my dervish a solid challenge, and vice versa. And while I personally agree that both Fendi and Zoldak were among the most interesting bosses, other people might prefer their battles to be less complicated. Overall, I think they did a good job in having dungeons provide a wide variety to reflect players having different tastes and relative skill levels.

As far as booby traps, some were good, some bad. Particularly things like a lever guarded by a gas trap perimeter aren't interesting or challenging, they just make me wait for an annoying 10 seconds until I can go in gas-free, hit the switch, and move on. Even just turning those into something like a "lever spawns hidden mobs" scenario might not be the most original idea, but it would provide some more dynamic toward dealing with the trap (stay and fight? fall back and pull? run away completely? etc).
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Old Nov 16, 2007, 11:40 PM // 23:40   #8
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Quote:
Originally Posted by roflcopter2445
you haven't done The Four Horsemen in the UW have you?
Nope, never did ^^;
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