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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Raid boss mechanics idea
George_Black
Member, Intrepid Pack, Alpha Two
I could be challenging to come up with brand new interactive mechanic designs due to the amount of mmorpgs out there, but here is a couple of things that I don't see often and maybe IS can work with them.
1) Big raid bosses can actually deal damage when then fall on players due to injury. Imagine a dragon or giant boss falling on its ass and players that dont watch out get damaged. I would advice against predicted moments (75% of rd HP, 50%, 25%), just randomly.
2) Friendly-fire mechanic activation. Let's say that a raid boss design revolves around dealing big dmg by taunting the boss to slam onto some rocks or pillars. The rocks/pillars break, but if they fall onto the players, the players get hit big time.
3) Another mechanic could require the players to deal damage on a boss by activating some short of flame-thrower or what have you, some ammunition that damages the boss HP. Players should move out of the way or incur damage.
Anyway, the big item is that players might get damaged by more ways that big red circle or big cone attack, or any other attack.
Fights are chaotic and you never know from where you are going to collect a smack. Might as well build mechanics around chaos.
1) Big raid bosses can actually deal damage when then fall on players due to injury. Imagine a dragon or giant boss falling on its ass and players that dont watch out get damaged. I would advice against predicted moments (75% of rd HP, 50%, 25%), just randomly.
2) Friendly-fire mechanic activation. Let's say that a raid boss design revolves around dealing big dmg by taunting the boss to slam onto some rocks or pillars. The rocks/pillars break, but if they fall onto the players, the players get hit big time.
3) Another mechanic could require the players to deal damage on a boss by activating some short of flame-thrower or what have you, some ammunition that damages the boss HP. Players should move out of the way or incur damage.
Anyway, the big item is that players might get damaged by more ways that big red circle or big cone attack, or any other attack.
Fights are chaotic and you never know from where you are going to collect a smack. Might as well build mechanics around chaos.
2
Comments
I really hope they are able to nail down the dynamic boss fights based on events in the world/your parties performance. And I don’t mean just that they are dynamic in some way, but that each time I fight a boss the party does have to adapt and pay attention to what’s going on.
I find myself getting very bored with dungeon/raid content in many other mmos after the first 1 or 2 times I do it. It eventually just turns into trying to figure out how to do it faster and becomes a chore.
IS’s statements regarding dynamic dungeon/raid bosses gives me a lot of hope to actually enjoy doing this content again.
- Some reactive elements.
- Stacking/spacing out mechanics.
- Positional i.e. move to front/side/back of boss, or a position in a room.
- Use of "wind" or pushbacks/pulls
- Cone/Area attacks.
- Mechanic based - i.e. perhaps you have to "overheal" a dot to clear it, or maybe you need to let a dot run off WITHOUT dispelling it.
- Use of environment i.e interact/move an object. Think, boss is a dragon sieging a castle, you are on the castle walls. You launch your assault with the ranged, the melee have a side objective which leads to shooting harpoons into it or boiling oil to maim/sustain it. Then enter a next phase to fight on the ground, or on the boss depending on size!
One thing is just injecting these ideas - another is doing it in a creative way. A dragon may launch molten lava in an arena, there is some mechanics that requires raid members to move, then the dragon raises its wings, "alerting the player" that it's about to take to the air, where the force also pushes party members back. Small damage, but high damage if you get pushed into those lava pools.
Make it thematic to the boss and be creative.
Also, enrage timers. There is a time and a place for soft/hard enrage. I don't know really know when this is. But I think it would be better to incorporate more soft enrages, or in short if you fail mechanics, rather than 1 shot the raid, it either empowers the boss, debuffs the raid but puts the clock on for resources.
Have some one shot mechanics for things which absolutely should be avoided.
Just food for thought - be creative!