Dragonnord wrote: »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?
What you describe is am invulnerable situation until players do something.
And I can guarantee you that it can take even longer than regular invulnerable phases because 90% of players in this game don't have a clue about what they're doing, don't care about guidance, don't pay attention to their surroundings, to what is happening, to chat, to whispers, to anything.
I don't want to depend on distracted and disinterested random guys to complete Overland content (ie: bosses, Incursions, etc.).
Erickson9610 wrote: »The most entertaining boss fights are the ones which require the players to do something other than parse on them. Invulnerability phases are used to push the player to do some mechanics, hear some dialogue, or anything else that would make the boss fight more engaging and involved.
SilverBride wrote: »...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: »I feel that Invulnerable phases add nothing of interest to Boss fights and only serve to artificially prolong the fight.
BXR_Lonestar wrote: »I hate them too, but if they get rid of invulnerable phases, then I think boss encounters would actually be made worse. Without an invulnerability phase, they have no other way to force you to not focus the boss and force you to do mechanics. This would allow players to treat the whole fight as a DPS race, meaning mechanics become meaningless. I don't know about you, but if every fight is just a parse dummy that hits back, the game on the PVE side of things is going to get very boring very quickly.
Some other things we will see more of if they DO remove health gating (boss invulnerability phases):
1. bosses that rapidly regen/heal themselves;
2. More one-hit kill mechanics (a dev favorite to artificially increase difficulty on bosses)
3. massive waves of minions that will overwhelm you if you DON'T focus them (alternatively, waves of uber minions that are hard to kill in their own right)
4. Teleporting bosses
5. bosses with massive amounts of health
6. Or some combination of the above.
I don't know about you, but I think I'd rather wait for the boss to stop being damage immune than face one or more of these things in a fight.
Warhawke_80 wrote: »No the game is already mind-numbingly easy with zero consequence....and all this would do would cater to those who play the game like a Busy-work check list.
!
ZOS could remove them, and then players would post that "ESO overland is too easy, I can burn everything down in a few seconds as a naked level 3 using my fists". (Sarcasm, but I have seen posts like that).
And ZOS has already tried in game all of the other options listed above. So given a choice between what I have seen so far in ESO, I prefer the boss invulnerability phases. They are not great, but I'm not seeing a better alternative.
KromedeTheCorrupt wrote: »After gold road yeah they can straight up remove it. Gold road single handled made me vote yes on this poll. This zone is going to be the most hated once newer chapters release and 90% of the player base can’t finish the zone due to overly done power creep mechanics for overland content.
Ishtarknows wrote: »Erickson9610 wrote: »The most entertaining boss fights are the ones which require the players to do something other than parse on them. Invulnerability phases are used to push the player to do some mechanics, hear some dialogue, or anything else that would make the boss fight more engaging and involved.
What's wrong with doing mechanics while still killing the boss? That would make the fight even more engaging and involved.
There's no needs for the boss to be invulnerable.
BXR_Lonestar wrote: »
Some other things we will see more of if they DO remove health gating (boss invulnerability phases):
1. bosses that rapidly regen/heal themselves;
2. More one-hit kill mechanics (a dev favorite to artificially increase difficulty on bosses)
3. massive waves of minions that will overwhelm you if you DON'T focus them (alternatively, waves of uber minions that are hard to kill in their own right)
4. Teleporting bosses
5. bosses with massive amounts of health
6. Or some combination of the above.
I don't know about you, but I think I'd rather wait for the boss to stop being damage immune than face one or more of these things in a fight.
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
Forgive my ignorance, but which bosses have immunity phases with no mechanics attached? How often do we just stand around and wait for them to finish whatever they're doing without doing something ourselves?