Kilion wrote: » For example: Imagine a goblin shaman as being the boss. A group engages, another group comes in to contest the boss. As soon as the other PvP starts, the goblin shaman retreats onto a totem pole and then BUFFS THE PLAYERS to increase their damage done and taken. If a player dies, he will use the soul/juju/mojo/ghost to summon a spectral beast add. Basically the boss tries to exploit the infight amongst his enemies to his own advantage.
Ludullu_(NiKr) wrote: » It should react to all of these flag states aggro list placement location in the vicinity player interaction with environmental hazzards general player movements Reactions should range from "it turns towards them" to "its abilities get stronger, more frequent and better targeted", with everything and anything in-between.
Nugs wrote: » Right, but I think adding in an aspect of the AI that identifies PvP and changes based on that could add flavor to the encounters.
Nugs wrote: » What are your thoughts on how a raid boss, such as the dragon in the last monthly 3. The boss becomes more passive/defensive (not idle). Maybe the boss makes a big fire circle around the players, encouraging them to fight to the death so he can pick off the survivors.