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.
They can, it's just that the health pool and/or defensive abilities of a boss which normally has an immunity phase would need to be increased so that the fight is roughly as long as it was when the immunity phases were part of the fight.
1) If my understanding is correct, then invulnerability phases are part of bosses mechanisms to be managed by the player: My vote is "no".
For me it's "yes" and "no" simultaneously (Schrödinger, my best friend lol). See below.
My understanding is that invulnerability phase are linked to one - or more - mechanisms, that the player shall understand and manage to break the invulnerability.
From there:
1) If my understanding is correct, then invulnerability phases are part of bosses mechanisms to be managed by the player: My vote is "no".
2) If my understanding is wrong and that invulnerability phases are purely "waiting times" during which the player can't interact and go have a coffee until it's over: My vote is "yes".
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.
So then the real problem, for some people at least, is just that the immunity phases need to be more fun.
Removing tedium is one thing, but I think we're failing to consider the real reason those phases exist, and by getting rid of them entirely we're missing an opportunity to ask for something better.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.
People aren't saying anything about wanting stuff to be easier and it's kind of bad faith to claim that's what anyone who wants less of this stuff is after. People don't want easy, we want engaging and not the same boring, [snip] mechanic over and over and over. It's the same with OHKOs, they aren't fun or interesting most of the time, they're annoying and [snip]
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.
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.
Not expecting a challenge compensation for removing immunity phases is effectively making the boss significantly easier.
SilverBride wrote: »I feel that Invulnerable phases add nothing of interest to Boss fights and only serve to artificially prolong the fight.
TheMajority wrote: »no because it is the vision of the dev and the vision of the dev for how they want their game to be comes first and i support dev vision. it is part of the Identity of the boss to have immunity phases and we can not change who they are just because a player wants a easier fight
we need more important and good changes please do not change this Very Important Part of a bosses Identity
SilverBride wrote: »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?