Fight extenders. Artificial engagement mechanics. Manufactured 'flavor.'
The worst example of this is the final boss of the Oblivion portals. It's literally 90% trash fights while the boss is immune to damage, and 10% boss engagement. It's the same theory as the cliffs that have been used since the original base game zones. Walk 1/4 mile to get to a place 50 feet away. It's designed to keep you spending time moving around between objectives, rather that going straight to the goal and finishing it quickly.
The one good thing about the new 10 minute incursions is that you can at least loot some of the trash mobs, even though nothing really good drops from them. They had this mechanic with the geysers, then went away from it starting with the dragons and the rest of the incursions. But finally there's more reason to kill the minibosses. It would be cool if they had even a small chance to drop furnishing plans and the like, though.
Fight extenders. Artificial engagement mechanics. Manufactured 'flavor.'
The worst example of this is the final boss of the Oblivion portals. It's literally 90% trash fights while the boss is immune to damage, and 10% boss engagement. It's the same theory as the cliffs that have been used since the original base game zones. Walk 1/4 mile to get to a place 50 feet away. It's designed to keep you spending time moving around between objectives, rather that going straight to the goal and finishing it quickly.
The one good thing about the new 10 minute incursions is that you can at least loot some of the trash mobs, even though nothing really good drops from them. They had this mechanic with the geysers, then went away from it starting with the dragons and the rest of the incursions. But finally there's more reason to kill the minibosses. It would be cool if they had even a small chance to drop furnishing plans and the like, though.
To be fair, that immunity phase in oblivion portals is 100% player activated.
If you do not use a skill that interrupts the boss, he never goes into his immunity phase. I've burned him solo using hard cast frags as my spammable instead of crushing shock, with zero immunity phases.
katanagirl1 wrote: »Fight extenders. Artificial engagement mechanics. Manufactured 'flavor.'
The worst example of this is the final boss of the Oblivion portals. It's literally 90% trash fights while the boss is immune to damage, and 10% boss engagement. It's the same theory as the cliffs that have been used since the original base game zones. Walk 1/4 mile to get to a place 50 feet away. It's designed to keep you spending time moving around between objectives, rather that going straight to the goal and finishing it quickly.
The one good thing about the new 10 minute incursions is that you can at least loot some of the trash mobs, even though nothing really good drops from them. They had this mechanic with the geysers, then went away from it starting with the dragons and the rest of the incursions. But finally there's more reason to kill the minibosses. It would be cool if they had even a small chance to drop furnishing plans and the like, though.
To be fair, that immunity phase in oblivion portals is 100% player activated.
If you do not use a skill that interrupts the boss, he never goes into his immunity phase. I've burned him solo using hard cast frags as my spammable instead of crushing shock, with zero immunity phases.
Interesting, I thought it was a mechanic that was triggered by hitting a threshold of a certain amount of damage. The few times I have been there with only one other player he went into that phase much less often.
I think the Mirrormoor incursion is the best example, the boss becomes immune, then the valks show up, then they become immune and you can attack the boss, then the boss becomes immune again and the valks appear again.. it's just padding. It's especially annoying when you're trying to set up your dots and debuffs and have to switch targets and do it over again, because it just became immune. That said, I got used to it and just go for quick damage instead.
It's the same theory as the cliffs that have been used since the original base game zones. Walk 1/4 mile to get to a place 50 feet away. It's designed to keep you spending time moving around between objectives, rather that going straight to the goal and finishing it quickly.
FelisCatus wrote: »It doesn't even make the combat more difficult just annoying. I get it makes it feel a little more deep with almost a phase. However the combat in this game unless it's vet isn't designed to be hard, so why timegate us when we're doing dailies?
ArchangelIsraphel wrote: »FelisCatus wrote: »It doesn't even make the combat more difficult just annoying. I get it makes it feel a little more deep with almost a phase. However the combat in this game unless it's vet isn't designed to be hard, so why timegate us when we're doing dailies?
This ^ Couldn't agree more.
Also, when players asked for more challenging overland, immunity phases on bosses for dailies was not what they meant. What a lot of us wanted was a SOLO challenge mode for quests that wouldn't interfere with anyone else's ability to play the game normally. Now we just have...slower dalies and a few weird anti-soloing mechanics aside from the immunity phases that are just going to be a nuisance once the chapter loses popularity. (Like, seriously zos, self-healing immunity phases if you don't kill adds fast enough on some bosses? Nobody wanted that.)
Delves, incursions, overland, raid...In this chapter, it seems like bosses in every type of content have an immunity phase. It is so annoying. New players will just struggle more during the phase and veterans will see it as a waste of time. It serves literally no other purpose than making the fight longer when it shouldn't be if the group is good enough.