Parasaurolophus wrote: »I don't see much difference from other mechanics. I think you understand that this is done to keep bosses alive for at least some time? This is done for new players and for casuals.
For bosses that don't have any mechanics, yeah, invulnerable phases aren't worth it. For bosses that have mechanics that must be done, keep them
It bothers me that players so often ask for things to be as easy as possible.
SilverBride wrote: »The Boss becomes invulnerable and the player has to kill mobs coming out of a portal to charge their weapon, then when it's charged they use it on the portal to close it, then they do the same to the other portal in the room, then the Boss can be attacked for a few seconds before once again it's invulnerable and it starts over again, and this repeats a few more times until the Boss is finally defeated.
SilverBride wrote: »It bothers me that players so often ask for things to be as easy as possible.
It bothers me that players ask for the game to become more difficult which completely ruins the experience for those that play to relax.
And these invulnerable phases do not make the Boss fights more difficult. They just prolong it and make it tedious.
A prime example of this is the Golden Road zone story Boss fights. The Boss becomes invulnerable and the player has to kill mobs coming out of a portal to charge their weapon, then when it's charged they use it on the portal to close it, then they do the same to the other portal in the room, then the Boss can be attacked for a few seconds before once again it's invulnerable and it starts over again, and this repeats a few more times until the Boss is finally defeated.
This is not challenging or rewarding... it's just tedious.
They could certainly also do more interesting things instead of "go fight this other guy for a second" while the immunity phases are in-effect, but again, we arrive at the problem of not wanting to actually do anything other than attack the big bad.
Then would you be okay with ZOS increasing the health of the boss to compensate, so that you can attack it while other players have to destroy the adds? That sounds fine to me, but I gather you wouldn't like it.
spartaxoxo wrote: »They could certainly also do more interesting things instead of "go fight this other guy for a second" while the immunity phases are in-effect, but again, we arrive at the problem of not wanting to actually do anything other than attack the big bad.
I can't speak for others but I find that type of thing more enjoyable than just immunity for add phases. I really enjoyed the Hollowjack fight. I also like the fight in one of the dungeons where you gotta eat sweet rolls near you're a goat. It's the lack of creativity and time wasting that makes these fights so unpleasant imo.
If all the boss is going to do is trash talk and shoot stuff at me, then just let me kill him.
I know this is a touchy subject for a lot of players but I really, honestly don't think it's a bad thing. It forces you to think about something else for a minute. If immunity phases were removed then a lot of attempts at adding interesting mechanics to the game would be broken and in a lot of cases players would be able to just rush down the boss' health bar until it was dead.
It bothers me that players so often ask for things to be as easy as possible. I don't want to delete the parts of the game that shake things up, I want more of them. I want to have to use my head and pay attention. One thing I *would* like to see is more in-game information about how to address a given situation, which frequently seems to be missing. The exception being actual puzzles, if they do ever show up in the game.
SilverBride wrote: »Then would you be okay with ZOS increasing the health of the boss to compensate, so that you can attack it while other players have to destroy the adds? That sounds fine to me, but I gather you wouldn't like it.
No I wouldn't be ok with an increase in difficulty because it ruins the experience for those that can no longer defeat these Bosses then. But that is a completely different debate and not what this poll is asking.
Joy_Division wrote: »I know this is a touchy subject for a lot of players but I really, honestly don't think it's a bad thing. It forces you to think about something else for a minute. If immunity phases were removed then a lot of attempts at adding interesting mechanics to the game would be broken and in a lot of cases players would be able to just rush down the boss' health bar until it was dead.
It bothers me that players so often ask for things to be as easy as possible. I don't want to delete the parts of the game that shake things up, I want more of them. I want to have to use my head and pay attention. One thing I *would* like to see is more in-game information about how to address a given situation, which frequently seems to be missing. The exception being actual puzzles, if they do ever show up in the game.
It's not that it's touchy, rather it's a contrived and artificial means to achieve the ends you want. I don't want the boss to be easy. But I also don't want the devs to just neuter my abilities simply because they can't think of something that might incentivize me to do something else besides rushing down a boss's health bar.
SilverBride wrote: »Then would you be okay with ZOS increasing the health of the boss to compensate, so that you can attack it while other players have to destroy the adds? That sounds fine to me, but I gather you wouldn't like it.
No I wouldn't be ok with an increase in difficulty because it ruins the experience for those that can no longer defeat these Bosses then. But that is a completely different debate and not what this poll is asking.
It just sounds like you want an easy mode for bosses, then.
SilverBride wrote: »Why can't other things go on without the Boss becoming invulnerable for over half of the fight? These phases are way too frequent and last way too long.
Why can't it be something like the player has to kite the Boss to a certain object on the ground to damage them, and this object glows when it's active, and there are several of these scattered around the room and each does a different type of damage to the Boss and the player can only damage them when they are near one of these, and they are only active for so long then they stop glowing and another becomes active?
The Boss wouldn't be invulnerable for a predictable set amount of time but rather the player has some control over how fast they can kite them to the right spots and do more damage. That would take some thinking and would be way more fun than what we have now.