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ZOS, why not make world bosses great again?

BejaProphet
BejaProphet
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IDEA: new line of undaunted repeatable quests.

Each day there are five buffed base game world bosses with quests to slay them.

3 of them buffed to double damage 10x health. Changed daily.

1 of them buffed to 3.5x damage and 20x health. Changed daily.

1 of them buffed to 5x damage and 40x health. Changed weekly.

Obviously I’m just throwing outnumbers but I think my guild would have so much fun with something like this.

And why not do it?
  • Dragneel1207
    Dragneel1207
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    I think they are reworking on cps to make boss fights more difficult
  • Katahdin
    Katahdin
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    Daily quests to help people get them done. Each day = a different zone and everyone gets the same zone every day...yes

    More damage and health. No thank you.
    They are enough of a slog to get done as is
    Edited by Katahdin on February 19, 2019 6:08PM
    Beta tester November 2013
  • Girl_Number8
    Girl_Number8
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    Because they are for casual play. We already have the vet dungeons, the vet trials, mini Vet trials, plus Vbrp, and Vdsa. They bring us new dungeons every dlc and lots of achievements to make things even more of a challenge for us as players and guilds :)
  • BejaProphet
    BejaProphet
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    Not that any of this matters as it is unlikely to happen, but....
    Katahdin wrote: »

    More damage and health. No thank you.
    They are enough of a slog to eaget done as is

    Two reasons I find this response surprising.
    1. If you were just trying to “get them done,” then this wouldn’t affect you. Just wait until tomorrow when the boss you need isn’t buffed.
    2. Base gameWB’s Are easily solo’d by lots of people. They are incredibly weak.

    Because they are for casual play. We already have the vet dungeons, the vet trials, mini Vet trials, plus Vbrp, and Vdsa. They bring us new dungeons every dlc and lots of achievements to make things even more of a challenge for us as players and guilds :)

    Don’t give fun group stuff because we already have group stuff?
  • Katahdin
    Katahdin
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    Not that any of this matters as it is unlikely to happen, but....
    Katahdin wrote: »

    More damage and health. No thank you.
    They are enough of a slog to eaget done as is

    Two reasons I find this response surprising.
    1. If you were just trying to “get them done,” then this wouldn’t affect you. Just wait until tomorrow when the boss you need isn’t buffed.
    2. Base gameWB’s Are easily solo’d by lots of people. They are incredibly weak.

    Im talking about getting them done on a new character that has not done them.
    It's a nice to be able to do them as you do the zone. Everything should not have to wait until you grind to cp 300+ or whatever in Skyreach or on Dolmens

    Tomorrow will be harder if not impossible to get them done because no one will be doing them.

    It is difficult for new characters as it is. Once they are done most players never go back on that character unless you want to try a new solo build. Those players are few and far between.

    This is why I am in favor of some sort of daily system as I mentioned.
    However making them big damage sponges or some sort of zone boss ala Guild wars 2.....not in favor of that at all
    Edited by Katahdin on February 19, 2019 8:46PM
    Beta tester November 2013
  • BejaProphet
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    Fair enough. I think it would have the opposite effect though. If a boss you needed was the quest for that day, people would actually help you.
  • Taleof2Cities
    Taleof2Cities
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    Don’t give fun group stuff because we already have group stuff?

    I don’t understand this response.

    Are you saying existing group content is not fun because it’s too challenging?

    Because there are “more difficult” world bosses in the game already in Imperial City, Wrothgar, Vvardenfell, and Summerset. Those bosses have daily quests attached already ...
  • Katahdin
    Katahdin
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    Fair enough. I think it would have the opposite effect though. If a boss you needed was the quest for that day, people would actually help you.

    In this part I agree with you that a daily system for zone bosses, one zone each day for the 6 boss zones then maybe combine the 2 boss zones. Such a system would be great.

    I do not agree with making them harder than they are. ZoS already made them harder once (more health and more damage) because people cried they were too easy for max CP players. Meanwhile lower players struggled to do most of them. Now they are impossible for newer characters that do not have the benefit of CP and years of playing and they either have to beg for help or grind levels and gear and game knowledge to be able to do them.

    Newer zone bosses already have greater difficulty than base zones and I assume new zones will be the same.
    Beta tester November 2013
  • BejaProphet
    BejaProphet
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    Don’t give fun group stuff because we already have group stuff?

    I don’t understand this response.

    Are you saying existing group content is not fun because it’s too challenging?

    Because there are “more difficult” world bosses in the game already in Imperial City, Wrothgar, Vvardenfell, and Summerset. Those bosses have daily quests attached already ...

    I’m saying existing fun group content is not a good reason to dismiss more group content. Which seemed to be the poster’s reasoning.
  • Micah_Bayer
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    Don’t give fun group stuff because we already have group stuff?

    I don’t understand this response.

    Are you saying existing group content is not fun because it’s too challenging?

    Because there are “more difficult” world bosses in the game already in Imperial City, Wrothgar, Vvardenfell, and Summerset. Those bosses have daily quests attached already ...

    That's not what he is saying. He's mocking the person above who thinks that there is enough group stuff in the game already.
  • Ohtimbar
    Ohtimbar
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    I would make two changes to world bosses
    1) Worthwhile loot. Perhaps a chance at the monster set style pages, etc
    2) Optional hard mode scrolls for each boss, as in dungeons, which would provide better loot.

    new titles and achievements might also be worth adding.
    Edited by Ohtimbar on February 19, 2019 9:17PM
    forever stuck in combat
  • Peekachu99
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    Last batch of vet dungeons were demonstrably easier than Hist/ IC/ Worm batch, and next DLC only requires a vet clear for the skin. So it’s clear they’re trending away from difficult content. It would be nice to have some different options for vet players.
  • FlopsyPrince
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    I already tend to die multiple times on my pet sorc (CP 300 or so). I will not be doing them at all if they are worse.

    That and the "unkillable" ones. Npt enjoyable to be fighting and have them suddenly not lose a single more hit point and add a bunch of spawns that cannot be damaged.

    It looks like they are going to fix the wrong thing. Good that I still have plenty of questing to do.
    PC
    PS4/PS5
  • code65536
    code65536
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    Why?

    If people want a challenging boss fight, that's what dungeons are for.

    The problem with World Bosses is that they are out in the open, out in an uncontrolled environment. Go at it solo, and a world boss is tough and interesting. Fight it in a zerg, and it dies in seconds, and you barely can see what's going on (in part because it dies so fast, in part because all the people just lag things out, and in part because you can't really see anything with that many people and visual effects in one place).

    For example, do you know all of the mechanics of the Imperfect fight? About his damage reflection? About the raptors whose explosion upon death can 1-shot players? If you know about these and other mechanics of that boss, how did you learn them? How could someone learn it if they were with a world boss zerg where things died in about 20 seconds and there was so much chaos they had no idea what was going on? Judging from the number of times I see people continuing to attack the boss when they have the reflection up and how virtually nobody moves to avoid the raptor explosions, it seems very, very few people have learned how the fight works. But why would they learn? Most people fight world bosses in a large group. Someone dies, no big deal. The boss will probably die while they are still recovering from ghost form. They fired a couple of shots, got loot, and felt like they contributed.

    So you suggest buffing the boss. You still have a scaling problem. You might make it challenging for a group of 4. But it'll be easy for a group of 12. Even easier for a zerg of 24. And trivial (and laggy) if it was like Cyrodiil and you get multiple groups of 24 on it.

    Also, scaling damage output is a bad idea. You have 17K health when you fight a boss solo. And you still have 17K health if you fight it in a zerg. Being in a zerg doesn't mean that a tank is able to eat 10x more damage that's focused on him.

    Speaking of tanks, the next major flaw with world bosses is that you can't design interesting mechanics. For a dungeon, you know there's going to be a tank, a healer, and two DDs. You can design mechanics with that group composition in mind. Create tasks for each of those roles. Out in the wild, you might get multiple tanks. Or no tanks at all. Might get multiple healers or no healers. If you design a mechanic where specific players or roles have specific tasks that must be done, how on earth do you translate to an open environment?

    This is why world bosses are boring and stupid and will always be boring and stupid. Because you can't design meaningful encounters when you can't controls the terms of those encounters. Buffing them is, at best, a sloppy bandaid that won't fix any of that.

    Interesting group PvE fights have always been the purview of controlled instances--dungeons and trials. That's where they belong, and that's where they must be. Overland is fluff. Always will be, because that's all it can be since it's an uncontrolled environment.
    Edited by code65536 on February 19, 2019 9:58PM
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  • AcadianPaladin
    AcadianPaladin
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    I'm very much opposed to buffing non-DLC group dungeons or non-DLC WBs as I am a solo player and these two types of challenges are my 'end game'. If they were significantly buffed out of my range I'd have to find another game.

    As others have said, plenty of folks solo non-DLC WBs - and the reason is that they are in just the right spot for many experienced solo players who are fairly good but not interested in grouping or pursuing competitive content. Some of the basic alliance zone group dungeons fill exactly the same role.

    I think it is important that the game provide the full spectrum of challenge along a scale that can appeal to the level of challenge desired or needed by any and all players. Players can now seek any level of challenge ranging from delves all the way up to DLC vet group dungeons and trials. Alliance WBs and some of the alliance group dungeons play an important role along this continuum of challenge. :)
    PC NA(no Steam), PvE, mostly solo
  • jainiadral
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    Daily quests, why not?

    The other changes suggested won't make things "great" or more fun. Then again, the phrase "make 'x' great again" doesn't exactly have a great track record :s
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