Apr 17, 2008, 06:29 PM // 18:29
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#1
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Krytan Explorer
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Fixing Arena Net's Mistake - Part 2 - Bosses
I'm back again, after the block-buster hit Fixing Arena Net's Mistake - Part 1 - Character Customization. I am back again; this time I will be fixing bosses.
Fixing Arena Net’s Mistakes – Part 2
Bosses in their current form suck.
The majority of bosses suck because of the lack of effort and uniqueness. The majority of bosses are a simply a re-skin of a regular monster while a glow added with a couple attributes boosted up. Talk about boring!
Here is how to fix it:
- Create Unique Skins (If you plan on just re-using skins at least attempt to make it semi-unique; You could add some fangs, arms, feet, hair, heads, wings, etc)
-Increase The Size! Boss fights need to feel epic and heroic.
- Unique Skills - When I fight a boss I want to fight a creature I haven't faced before. I want to encounter new things. I don't want to face the same skills that I have seen before. If you plan on using skills already in the game then tweak them slightly to make them more interesting.
- Add Audio - A boss should speak! Make bosses taunt players, call for help, order patrols around, etc.
- Lore - There needs to be a reason why I should kill this creature. What did they do? Yes, a few boss fights have a little lore behind them, but the majority don't. Only the bosses in dungeons have the slightest lore behind them.
- Amp Up The Sinisterness - Bosses need to do more than just patrol around like regular monsters. They need to have a wider patrol area where the go around the area yelling commands and orders at their minions! Bosses should be doing something evil (Why else would I be slaughtering them?). I.E attacking a town, attacking peasants, stealing, etc.
- Add Unique Movement - Bosses need to do more than walk around like your average monster. Bosses should be able to fly, burrow, jump, leap, swim, etc.
Feel free to add anything else you think I have forgotten.
All comments welcome!
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Apr 17, 2008, 07:23 PM // 19:23
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#2
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Academy Page
Join Date: Mar 2007
Guild: Shadow Dragon Lords
Profession: E/
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Hmm lets see....how about no???
seriously if bosses could do any of that...fly, burrow(oh wait mandragor bosses burrow), jump, leap, swim or anything you consider under ect. then every player in the game would want to do that(GW2 neone?)
and sure talking mayb cool...but you need a crap load of voice overs and would have to have them implimented into the game and occur w/o triggers(NPC's talk when you click on them you dont hear them when others do)
and as for skins and unique skills...you are aware how many bosses there are in GW rite?? good then you know that spending that much time on making a skin for each one is pointless and they already have "elite" skills that you dont get from the creatures around them(excluding HM) but u cant cap it unless u kill a boss.
As for size...they are bigger and ppl dont want to have a hour long boss fight after grinding out a 3-4 hour dungeon
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Apr 17, 2008, 07:39 PM // 19:39
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#3
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Krytan Explorer
Join Date: Mar 2008
Location: America
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ok. maybe a few areas in the game should have elite bosses...players would eat that up. that rotwing dragon in majesty's rest is a good example, but it would be nice, as you said, to make it look different from the rest, and give it some kind of special skill.
regular bosses in the main missions are fine the way they are(challenging the first time, easy for experienced players). i enjoyed playing the game the first time, and still enjoy it, so they must've done something right.
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Apr 17, 2008, 07:39 PM // 19:39
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#4
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Academy Page
Join Date: Mar 2007
Profession: R/
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Bosses we're always like that, don't try to change gw now that gw2 is about to come out
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Apr 17, 2008, 07:45 PM // 19:45
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#5
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Krytan Explorer
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Quote:
Originally Posted by serod
Bosses we're always like that, don't try to change gw now that gw2 is about to come out
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Late in 2009 which is over a year from now counts as about to come out?
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Apr 17, 2008, 07:47 PM // 19:47
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#6
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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The only thing that bothers me about bosses is that they are diffrente from regular mobs from one thing: 2x damage and 2x cast
And yes, bosses should have a unique skin too, but for some the glowing aura gives a curious aspect, like the elementals =]
Warrior bosses should have about 200 armor and 2x hp
Ranger bosses should ahve a 50% block chance (or something more... ranger)
Assassin bosses should allways double-hit, attack 33% faster and move 33% faster
Monk bosses should ahve a fix +5 regen and conditions and hexes should expire 50% faster
and etc...
And obvsioudly, bosses should have a shout "Out of my way", wich would shadowstep adjacent foes to a nearby location, so that they would be immune to "tank, nuke heal" strategy... well... that was before ursan, but lets not get into that.
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Apr 17, 2008, 07:55 PM // 19:55
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#7
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Desert Nomad
Join Date: May 2006
Profession: N/
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I just remember my first encounter with Rocktail... that felt epic. More bosses like him would be great. I felt like I took down some huge beast that was terrorizing the green-hilled countryside.
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Apr 17, 2008, 08:06 PM // 20:06
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#8
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Desert Nomad
Join Date: Jan 2008
Location: New York
Profession: W/R
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1) The "Cursed" bosses in Perdition Rock should be able to drop greens. An example of such is:
Dwanya's Cursed dropping The Cursed Staff.
Energy +10
Holy Damage: 11-22 (req. 9 Protection Prayers)
Halves skill recharge of spells (Chance: 20%)
Halves casting time of Protection Prayers spells (Chance: 10%)
Divine Favor +1 (20% chance while using skills)
Health +30
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Apr 17, 2008, 08:17 PM // 20:17
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#9
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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/unsigned
I just don't see a reason for it. I kill bosses for elite skills, greens, quests/missions, or fun. No reason to change them, as they do what they are supposed to do. They already get health regen, skill activation/recharge bonuses, damage boosts, hex/condition reduction, and probably more I'm forgetting. This is GW, not some other game you are trying to turn it into.
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Apr 17, 2008, 08:28 PM // 20:28
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#10
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Desert Nomad
Join Date: Sep 2007
Profession: N/
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Quote:
Originally Posted by Toxage
Late in 2009 which is over a year from now counts as about to come out?
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the earths been around for about 15billion years
so in retospect, yes one year is pretty damn short
as for the OP, some of your ideas SOUND good but in actual fact require a shedload of work anet arent going to consider doing
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Apr 17, 2008, 08:32 PM // 20:32
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#11
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Academy Page
Join Date: Mar 2007
Profession: R/
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Quote:
Originally Posted by Toxage
Late in 2009 which is over a year from now counts as about to come out?
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I don't think you understood what I was saying, GW is almost at the end of it's life, they won't change anything now, let them concentrate on gw2.
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Apr 17, 2008, 08:35 PM // 20:35
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#12
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Krytan Explorer
Join Date: Jan 2008
Location: somewhere, Grinding some l33t titles
Guild: Order of the Divine WoodChuck
Profession: R/
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Quote:
Originally Posted by Kaida the Heartless
I just remember my first encounter with Rocktail... that felt epic. More bosses like him would be great. I felt like I took down some huge beast that was terrorizing the green-hilled countryside.
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Totally agree with you. I'm currently doing the Elite hunter title (Got Proph and NF done, Faction 1/2 done)
The only memorable bosses i've encounter so far are Maw and Rocktail (Jora got his huge blade ). Maybe they go down as fast as most other bosses, but a screeny of your party by their dead body is some souvenir.
I know Anet wont change them, but if they are to fix bosses in GW2, making them more EPIC would be the way to go imo.
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Apr 17, 2008, 08:37 PM // 20:37
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#13
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Forge Runner
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/halfsigned
The current bosses are fine, but some should be "mini-bosses" instead of actual bosses for GW2.
We need more bosses like Abbaddon or Cyndr the Mountain heart, were you need to find the weak point.
HOWEVER Bosses like Shiro should be kept in the game.
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Apr 17, 2008, 09:06 PM // 21:06
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#14
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Frost Gate Guardian
Join Date: Dec 2006
Location: Noneyaville
Guild: Mirror of Reason [SNOW]
Profession: Me/
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Quote:
Originally Posted by Gregslot
The only thing that bothers me about bosses is that they are diffrente from regular mobs from one thing: 2x damage and 2x cast
And yes, bosses should have a unique skin too, but for some the glowing aura gives a curious aspect, like the elementals =]
Warrior bosses should have about 200 armor and 2x hp
Ranger bosses should ahve a 50% block chance (or something more... ranger)
Assassin bosses should allways double-hit, attack 33% faster and move 33% faster
Monk bosses should ahve a fix +5 regen and conditions and hexes should expire 50% faster
and etc...
And obvsioudly, bosses should have a shout "Out of my way", wich would shadowstep adjacent foes to a nearby location, so that they would be immune to "tank, nuke heal" strategy... well... that was before ursan, but lets not get into that.
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i believe bosses themselves already have an extra armor boost and more health >.>, also since the attributes on bosses are significantly higher than normal monsters the rangers block skill lasts a lot longer and the assassins most likely double-hit more often, and also about the conditions and hexes, i believe that they already expire faster on bosses(or maybe just certain ones)
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Apr 17, 2008, 09:07 PM // 21:07
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#15
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Lion's Arch Merchant
Join Date: Apr 2008
Guild: [LoA]
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Quote:
Originally Posted by jiggles
the earths been around for about 15billion years
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Actually, the earth has only been around for ~4.5 billion years.
But back to the topic, I fell this would be unnecessary.
New skins would be fine by me, but it really isn't that important. As for size? Have you ever seen Archimode in WoW? He's about 50x the player's size, if he steps on you it's over. I prefer the realism of Guild Wars.
As for unique movements, the only bosses I could see flying would be the harpies. And such movements would either allow them to get to places players cannot (like swimming off of the usual terrain and burrowing so they can't be noticed) and just sit there and heal out of range. Flying would be pointless, as I'm sure some of you noticed Guild Wars doesn't have the full 3 dimensions (such as in PvP standing below a bridge and attacking those above you on it)
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Apr 17, 2008, 09:16 PM // 21:16
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#16
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Banned
Join Date: Oct 2007
Guild: LLJK
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see GUILD WARS 2 ftw. all of these things they have said that there going to do in gw2. also it would be alot of work to go in and tweek ever boss. also bosses are there to get 3 things, one is a boost and the other is to cap there elite and get there green if they have one.
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Apr 17, 2008, 09:23 PM // 21:23
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#17
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Frost Gate Guardian
Join Date: Nov 2005
Profession: E/R
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Quote:
Originally Posted by MagmaRed
/unsigned
I just don't see a reason for it. I kill bosses for elite skills, greens, quests/missions, or fun. No reason to change them, as they do what they are supposed to do. They already get health regen, skill activation/recharge bonuses, damage boosts, hex/condition reduction, and probably more I'm forgetting. This is GW, not some other game you are trying to turn it into.
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/notsigned. Though I understand the OP's perspective, I agree with above poster. Bosses already serve their purposes, and to romanticize the regular bosses is a moot point. Elite area bosses such as Mallyx already fit this bill, no need to make every regular boss more than what they already are.
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Apr 17, 2008, 09:42 PM // 21:42
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#18
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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Quote:
Originally Posted by Swamp Fox
i believe bosses themselves already have an extra armor boost and more health >.>, also since the attributes on bosses are significantly higher than normal monsters the rangers block skill lasts a lot longer and the assassins most likely double-hit more often, and also about the conditions and hexes, i believe that they already expire faster on bosses(or maybe just certain ones)
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Yes, they do, but slightly.
Im taking about replacing the 2x damage 2x cast time for something similar to the profession's role.
I mean, why does monks bosses need 2x damage?
And as a reminer, the "aditional armor" they have are due to the difference of their level to ours, if you pay attention, you deal less conditional against high levels
*Conditional damage: damage x armor
And the high attributes are due to their level.
So basically, they are high level monsters with a 2x cast & damage =]
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Apr 17, 2008, 10:05 PM // 22:05
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#19
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Emo Goth Italics
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How about we fix the REAL mistakes?
Consumables, PvE skills, Nightfall power creep ect.
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Apr 17, 2008, 10:16 PM // 22:16
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#20
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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lets not forget lame ass grinding for some titles.
i like the idea but still not signed
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