First off; This is not meant to bash developers! I like to think of it as what works and what doesn't.
So what's your favourite and least favourite Boss fight in the game? I'll go first.
Worst: Caillaoife - Bloodroot Forge
The Boss' main mechanic is also my main gripe with it. This hagraven will occasionally form a 'Garden' around herself; a ring of vines and branches that makes her wimmune to damage and reflects projectiles. Only, it takes a while to come into effect, to the point where DDs often fail to notice she's no longer taking damage, or - in Normal Mode - enough time that they can kill her before the immunity actually kicks in. This has convinced a lot of people that she is, in fact, not immune at all.a
Furthermore, it's not a visual "shield" or bubble around the Boss. It's a pretty wide ring, with enough space to comfortably fit the entire group, which convinces a lot of people that you're supposed to stack inside it, thinking that it's like the Death Ring from Praxin Doure in Spindleclutch II, or the toxic ring from ICP's Abomination, which punish you for trying to leave them.
And what does the Boss do while immune? Spawns a tonne of adds.
The whole 'go immune while you fight arbitrary minions' is a concept done to death already, and typically feels like a crutch for inflating the difficulty of an otherwise simplistic Boss (see Remnant: From the Ashes for many examples of this...), and honestly feels rather below ZOS' boss standard.
And when the effect ends, the Boss turns into a flock of birds and teleports a short distance away - a mechanic that adds as much to the fight as when the Roost Mother in Blackheart Haven used it; which is to say very little. DDs have to reapply ground AoEs.
And finally... the Boss has an alternating Winter's Grasp/Summer's Heat thing going on, where being hit by her fire damage causes the next frost to hit harder, and vice versa. But unless you're bringing an off-tank to a regular 4-man Dungeon, there's not much avoiding it any way... ?
Just to end on a high note; I think Galchobhar of the same dungeon is excellent design!
Best: Vashai & S'kinrai - Maw of Lorkhaj
A.k.a. The Twins. One of the most infamous fights in the game, and probably considered the hardest when it first came out. It introduced that most pernicious of all MMO evils; individual responsibility.
Whether a DD, healer, or tank you had to play close attention to the Yellow Light/Blue Dark mechanic, or risk wiping half the Trial Group.
For those that don't know...
The Twin Khajiit; one dark, one light, assign their respective colors to nearest 6 players, dividing the group half/half. Players can only damage the opposite color boss, and approaching an opposite color player leads to a cataclysmic explosion, killing the heedless players and anyone nearby.
Couple this with occasional color switches (with just a few moments warning); the Bosses occasionally 'nuking' half the area, being only survivable by running off to the correctly coloured side, and you have yourself a recipe for a dreadful headless chicken run.
But oh when it works! When people understand the mechanics! When the Tanks cross Taunt the Bosses over , whe the Color-swaps switch sides in clockwise unison; when the neatly stacked DDs follow just behind Vashai's Void zones, and burn him down - it all plays like beautiful dance! One where a single misstep could spell disaster.
Also, as a side note, I'm not sure if ZOS really splurged on its first DLC Trial, or if it was a case of divine daedric inspiration, but the voice over for Maw of Lorkhaj bosses is really top tier. The lines have a twinge of villainly cheesiness of course, but the voice actors' delivery really sells it and makes it sound genuinely threatening. And while I think Rakkhat has the finer introduction, the Twins certainly measure up!
Edited by Woodenplank on March 9, 2023 2:31AM I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.