I will lay this out from the ground up.
Zeni makes the game. They make the game in a puzzle style manner - various obstacles between us and the goal, for us to overcome. They make the puzzles with intended solutions...
Some puzzles needed to be overcome by the mechanic of multiple people as in the group requirements of craglorn and direfrost keep etc.
Other puzzles were designed to be overcome by achieving a high score type of mechanic, the 'does enough dps to burn spindle clutch before the roof comes down' damage check.
And the 'when X happens do Y' type of mechanic. When boss puts his hand in the air, block. When warden gets in the air, jump in the portal. When chudan does his thing, go to the water. And so on and so forth.
What I don't like is that the "when X do Y" has taken over. It's unimaginative. It reduces the bosses to a robotic script, and so the reaction to the boss's scripted action is also a scripted action. A trained chimp can be taught that when X is seen on a screen they do Y on their controller.
I read the thread about the last mini boss before warden now has 17.8 million health, forcing the mechanics to be gone through for longer. This means that fight is just a test of how accurately the players can keep pushing the scripted buttons over longer periods of time with minimal brain power devoted to maneuvering around.
I know what I'm talking about. Last night I stepped in at the end to help a group get the pledge. I had done the ICP just one time before last night, so warden's mechanics were still pretty new to me. By the end of a few wipes, the only real 'challenge' was whether I happened to be close or far from the portal I had to jump into, whether I hit the synergy properly to land, and whether an orb spawned too close to me for me to get away. There's a solid shade, burn it, look for the next. The rest, was just mechanical button pushing that really could be done on autopilot.
Lather. Rinse. Repeat.
Increasing boss health so that the fight mechanics require more autopilot button pushing is not really making the content more challenging.
I think you need to introduce some sort of decision tree to the bosses, to make them smarter or at least less predictable. As it stands, it's a bit like the invisible path in the quest in craglorn - once you know the path well enough you can literally close your eyes and make your way through it just by pushing the buttons in the proper sequence. And making the path longer only makes the sequence longer, it doesn't really make it more challenging.
Rote memorization is not challenging.
Edited by Cryptical on October 6, 2016 6:02PM Xbox NA