Let's TheoryRaid #2: Cyclops V2 - No Depth (Perception)
Doing this is my 'job' within my group. Cut me some slack today, I don't even want to be doing it.
Rather than discuss some random boss from some game no one has any context for and go through THAT, I'll just discuss what I'd want from the Boss we have. Or at least, a tiny bit of that since I still don't know how simple this was supposed to feel.
The Cyclops has no depth as it is now. If it is not intended to have depth it should be an Elite. Maybe multiple similar elites with this design to get you ready for fighting Tumok. Tumok is insufficient as is. It needs 3-5 additional mechanics or changes to mechanics to not be dry inflated 8-man content. To just be 'simple and introductory' instead of 'braindead' (based on what we saw)
Here is how. (I am giving myself a point for every response I get that ends up being just 'let devs do their job' or how arrogant I am... ugh what a day).
New Mechanic #1: "I Am Bigger Than You"
A huge enemy like Tumok has an advantage in that it can literally easily pick up and throw any player character regardless of their level. It could also grab them, throw them onto the ground and stomp on them. This would give Tanks something to CC. It would help you 'need more than one Tank'. It would actually endanger people or act as a Hate Reset. I could go on. Also if you make it percentage damage there's half your 'random annoying soloer' problems gone.
New Mechanic #2: "Sporulation"
It has spores, right? Put a big cloud of them out. Give people a special status when they run through it. "When you run or walk you take Damage over Time". Cleansable. Item Cleansable. Doesn't hurt you if you don't move. Or maybe it does if you're swinging a weapon. Whatever works. Also, when you DO destroy the tree, it should cover the ground in this stuff and make the effect much more. Why? So that when you actually do have to chase him around you suffer for it.
New Mechanic #3: "Big Swing"
Big knockback. You really don't need anything else. If you're Sporulated and have to run back into position you're taking damage. That's it. If Javelin pulls you to Tumok instead of him just being immune to pull, then good, Tank has a use for a skill. I can't even imagine half of Tank's kit working on this boss without needing to give him mechanics that actually need stunning. See Mechanic #1. Maybe it sends out a wave of spores in a cone. He already has this stuff, right? I wanted to put this as 'Changed' mechanic, but I'm not confident enough that anything similar was actually happening.
New Mechanic #4: "Bloodseeker Spiders"
Forget the wolves. Have him knock spiders out of trees with his charge or something. These spiders seek people who are below some HP threshold and swarm them. They poison them, they slow them and snare them. They are a general nuisance that go straight for the downed tank if no one stunned Mechanic #1 and made him drop the person before stomping them. They go for anyone who messed up and got hit somewhere. Now you can have even more Tanks whose entire job is to stay within a certain lower health threshold, if you want. Or reasons to AoE. Anythinggggg.
Changed Mechanic: "Fungal Rage"
You destroyed the tree and filled the air with spores? Joke's on you, Tumok's into that. Basic rage mechanic but now he heals himself tiny bits just by moving around in the sporified arena. Add some random CC resist. Change the way his attacks apply Sporulated. This is already basically what he does, right?
Even this is still just a basic fight but it at least does the very basic task of 'giving you a reason to have more players sort of' because he will use the fact that he is a chonky boi with lots of health to keep putting you in these situations, which is what 'Boss' means. Normal mobs don't get attrition mechanics because they die too fast and players just work around them easily. This is still barely a step up but at least now you 'need' two Tanks (or at least coordinated Synergy for CC) and your Healers care about something more than 'am I out of mana yet?' even if not very much.
The PvP around the base version, particularly if you are higher level than the group trying to get the drop, will just be a dumb 'I am taking random damage from this thing nearby'. What reason does anyone have to not just jump in and disrupt the very blatant DPS check that this Boss is?
Again, if you don't want it to be hard for people to have trouble learning 'don't run around while Sporulated and bring your Healer's mana down to nothing' that's fine but that's what Elites are for (or in some games literally normal mobs, but maybe FFXI is actually the only game that does this due to the TP Gauge thing?)
I think I noted but this wasn't put in Feedback Thread because it's not really feedback, is it? It's me 'roleplaying as an Ashes of Creation Developer' moreso than anything.
The above is the difference between 'This is sorta fun' and 'Do we really even need the loot this thing drops? Can we just ignore/skip it?' for me. In the sense that if I'm wandering with my group and we fight the current version as an Elite, it's immersive but it's not meant to feel super engaging. But if I have to get 2 or 3 groups together to have this experience? I'm looking for the way to skip it, and I'm definitely never going to feel 'man I wish I was lower level again so I could fight Tumok/the people who want to fight Tumok'.