FrancisCrawford wrote: »Orsinium world boss groups used to be in the teens. When they were high single digit people got careful about build balance or whatever before starting the fight.
What's the story on them now?
Because it's hard enough to get people together for the ones we've got already?
It took me about 3-4 nights to kill the gargoyle boss in Rivenspire, mainly because no one wanted to come when I asked if anyone else wanted to do it (either they'd done it already, didn't answer at all or didn't know what I was talking about and went to the wrong place). And the first time there was enough people 1/2 of them were idiots who killed the main boss and then ran off, completely failing to notice that you have to kill all the smaller ones as well to get credit.
Most of them aren't that bad of course. But still I'm sceptical that a boss that needs 40+ people would get killed often in this game, unless it gave really amazing loot, in which case everyone who grinds trials or whatever would complain.
Every MMO today has Difficult World Bosses,
you could add those Rare World Bosses into areas like Reaper's March, Bangkorai, Windhelm etc. To encourage Guilds and Questers to Group up and give their all to try to Kill one of them.
I leaded many 25 and 40 man raids the days back in WoW. Yes, it was fun and it was epic, but the 12 man raids are IMO *way* better for a modern designed MMO and have the same flair. And if you want to get a challenge with more people in a big zerg, join cyrodil ;-)
There are some strong world bosses around (for example the rifts in Craglorn), though the dolmens could have been adjusted to be more challenging.
Even the IC bosses and mobs were significantly nerfed.
Whenever ZOS has tried to introduce challenging content, it is met with widespread outrage. The audience for this game is very casual and everyone wants to be able to do everything.
Dolmens used to be murder buckets.