WalkingLegacy 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 remember when the XP and loot from a mob was dependent on how well you fought.TalonKnight 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....
Hand_Bacon wrote: »WalkingLegacy 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.
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!!!
I remember when the XP and loot from a mob was dependent on how well you fought.TalonKnight 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....
How is that for a memorable fight mechanic?