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Do you all remember the time?....

  • Justiciar
    Justiciar
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    Let's examine a few of the bosses in wows highmaul and black Rock foundry raids.

    First there's kargath bladefist. In this fight you avoid pits filled with panthers and send a few players up into the stands to kill adds.

    Then there's Franz and hanz where you avoid bad on moving conveyor belts

    Then we have the fight where two dps keep the bad in check with flame throwers while the group stands in buff mushrooms.

    Oh and don't forget final boss in black Rock where you have to avoid bad, while kiting an add, while a few people kill other adds.

    You're right, these fights are really revolutionary!!!
    Conquest, Victory, Profit
  • Hand_Bacon
    Hand_Bacon
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    Sounds like you're speaking from pug experience which will be bad in any game, no matter the mechanics and difficulty.

    Artificial is not so artificial when you add different mechanics to the fight.

    Artificial difficulty is giving a boss a ton of health.

    I was in a regular raiding guild. However, having alts did open up the experience to pugs as well.

    Both had a really narrow learning curve, after that, artificial mechanics. Basically had to wait for fights to catch up to the dps, which never happened, so it became boring.

    A lot of bosses were in this pattern.

    Burn_Adds_Burn <Boss % Phase change> Burn_Adds_Burn<Boss % Phase Change> repeat repeat until dead.

    Phase changes when broken down to the simplest level and getting past the silly graphics became a matter of stack or unstack/move to a different side of the room/or different red circles to worry abuot sometimes a player would have to do something if they glowed or some silly thing.

    That all felt very artificial to me. Like I was at an arcade and the game would shout out "Phase 2" 360 camera shot, commence.

    If you want something truly different than it must be mechanics that feel somewhat organic. Like the boss or the environment responds to certain things players do, maybe even different by class. Something that feels like its part of a skirmish and things evolve within it.

    Flying on the Fisher Price Ship in WoTLK or on the back of the dragon beast in cata felt more like just a different platform for the same old fights.


    #AlmostGood@ESO
  • Keepercraft
    Keepercraft
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    I remember that old times, when was no lags and fighting with 3 mobs was a challenge.
    Still waiting for Sithis.
  • SirAndy
    SirAndy
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    When we fought that 1 boss, where we tanked the boss, and fought the adds.... Or that 1 boss in SC where we fought the adds, and tanked the boss....
    I remember when the XP and loot from a mob was dependent on how well you fought.

    How is that for a memorable fight mechanic?
    shades.gif
  • WalkingLegacy
    WalkingLegacy
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    Hand_Bacon wrote: »

    Sounds like you're speaking from pug experience which will be bad in any game, no matter the mechanics and difficulty.

    Artificial is not so artificial when you add different mechanics to the fight.

    Artificial difficulty is giving a boss a ton of health.

    I was in a regular raiding guild. However, having alts did open up the experience to pugs as well.

    Both had a really narrow learning curve, after that, artificial mechanics. Basically had to wait for fights to catch up to the dps, which never happened, so it became boring.

    A lot of bosses were in this pattern.

    Burn_Adds_Burn <Boss % Phase change> Burn_Adds_Burn<Boss % Phase Change> repeat repeat until dead.

    Phase changes when broken down to the simplest level and getting past the silly graphics became a matter of stack or unstack/move to a different side of the room/or different red circles to worry abuot sometimes a player would have to do something if they glowed or some silly thing.

    That all felt very artificial to me. Like I was at an arcade and the game would shout out "Phase 2" 360 camera shot, commence.

    If you want something truly different than it must be mechanics that feel somewhat organic. Like the boss or the environment responds to certain things players do, maybe even different by class. Something that feels like its part of a skirmish and things evolve within it.

    Flying on the Fisher Price Ship in WoTLK or on the back of the dragon beast in cata felt more like just a different platform for the same old fights.


    So now you're doing it all over again but in a reskin.

  • WalkingLegacy
    WalkingLegacy
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    Justiciar wrote: »
    Let's examine a few of the bosses in wows highmaul and black Rock foundry raids.

    First there's kargath bladefist. In this fight you avoid pits filled with panthers and send a few players up into the stands to kill adds.

    Then there's Franz and hanz where you avoid bad on moving conveyor belts

    Then we have the fight where two dps keep the bad in check with flame throwers while the group stands in buff mushrooms.

    Oh and don't forget final boss in black Rock where you have to avoid bad, while kiting an add, while a few people kill other adds.

    You're right, these fights are really revolutionary!!!

    Dodge rolling red circles while dpsing a lot of health down is a devolution of what you just said.

    You described fights that required a group to coordinate and synergize while split up in fights. WoW had a lot of great, different boss fights, and like I mentioned earlier Ulduar had a lot of them. T
  • bedlom
    bedlom
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    All MMO's have horrible boss fights like this even WOW! ESO has just gone abit over the top with it so its alot more obvious.
  • TalonKnight
    TalonKnight
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    SirAndy wrote: »
    When we fought that 1 boss, where we tanked the boss, and fought the adds.... Or that 1 boss in SC where we fought the adds, and tanked the boss....
    I remember when the XP and loot from a mob was dependent on how well you fought.

    How is that for a memorable fight mechanic?
    shades.gif

    would b a valid point but ZOS crap canned that idea.
  • TalonKnight
    TalonKnight
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    I agree with alot of the WoW comments, about good fight mechanics, and while I will comment on WoW that dosnt mean im all about that game, thats why im on ESO forums.

    But wildstar is a game many have not ever played, and just to give u an idea of how really well the dungeons were, check out the 1st dungeon u go to in that game Storm Talons Lair. Its the FIRST one u do! Now that crap took some skill, and group coordination, and every boss was really cool especially the storm boss, just check it out. Like, look up Force Gaming Storm Talons Lair walk through.

    Now with that said wildstar has its own problems, like really bad performance (FPS), but still they came up with some really cool fights, and all im saying is IMAGINE.... ESO, the game alot of us here love.... With mechanics like that!
  • Pallmor
    Pallmor
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    I've been here since ESO was a MUD.
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