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ESO needs big and powerful world bosses

Getsugatenso
Getsugatenso
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I was thinking it would be really cool to see this game add some kind of really powerful world boss that only multiple players can kill at points on the map, something extraordinary. With different items and rewards to move OVERWORLD further. Maybe even some open world events with group mechanics. The current bosses are too weak and one player is capable of killing alone.
Edited by ZOS_GregoryV on April 8, 2025 10:25PM
  • tmacedo
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    Uhh, Deadlands has some, Galen has the Preserver and Gold Road the Minotaur party, as overworld stronger, wandering bosses. Dragons, while incursion-like, have that feel too. I think Wb in general have their fair share of soloable, somewhat hard and group-only (although all of them are group oriented). Agree that the wandering, stronger ones could have a little more good rewards.
  • FabresFour
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    At the same time that I’d love to see a gigantic creature in The Elder Scrolls Online, I think it’s complicated… I mean, Tamriel doesn’t really have creatures that colossal, right? They’re a little rare.

    I’m not sure how I feel about it—my MMORPG side would really like to see bigger monsters in ESO, they’re definitely missing. The dragons in ESO, even though they’re large by TES standards, are still small compared to monsters in other MMORPGs.

    We do have giant creatures—daedra in Oblivion and such—but I don’t know how a fight against a truly colossal monster would work ingame.
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  • SeaGtGruff
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    You are able to solo all of the existing world bosses in the game, even the ones in the newer chapters and DLCs, including all of the wandering bosses?
    I've fought mudcrabs more fearsome than me!
  • Danikat
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    I think this is what the 'incursions' like Dark Anchors and Harrowstorms are supposed to be. Dark Anchors can be completed by 1 player but I think some of the newer ones need more and they usually end with a boss of some sort appearing.

    I have sometimes wondered if ESO could have something like Guild Wars 2's meta-events (meta in this case meaning self-encompassing - an event made up of smaller events) which often build up to requiring multiple large groups coordinating with each other to succeed. A common format is 3 or 4 bosses which each need 10+ people to kill and all have to be killed within a minute of each other and are far enough apart that one group can't get all of them.

    It usually starts off with relatively small things that can be completed by 1 player, like defending an NPC who is under attack, then it builds up to a mid-range event like escorting them through an enemy fortress, then ends with a boss fight that needs lots of players to succeed. The early stages give it time for people to find out it's started and join in (either people already in the zone or using the group finder), so there will be enough for the final stage.

    One problem is I think there's still a limit on how many players can get loot from a single kill, which discourages big groups, but I assume that's something they could remove if they had a boss designed for lots of players to fight it together.
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  • Izanagi.Xiiib16_ESO
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    Personally I enjoyed the 'secret' overland bosses that SWTOR had back in the day (The Dread Mask bosses). Something which you tackled in raid groups and had a spawn cooldown which you needed to get an item in order to spawn and use a special item of gearing (could be tied into the scrying system with leads dropped from the bosses).


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  • Daimonion82
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    This is terrible idea. Even now there are plenty of bosses unsoloable by majority of players. Stop pushing this "harder overworld" mantra, because people will leave and only the five savant-level-skilled people will be roaming through empty game.
  • Thysbe
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    Seeing that out of 15+ players at a mirrormor incursion only 1-2 are able to interrupt the fire caster, Big Worldbosses with mechanics is about the last thing I want to see.

    A dumbed down giant flesh hunk with zero punishing mechanics might work but that would turn out pretty boring. I think its better to leave demanding content in instances with organised groups where they currently are.
    Edited by Thysbe on April 8, 2025 7:32PM
  • DenverRalphy
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    I would love to see more higher difficulty world bosses roaming overland zones. Anything to keep overland content more interesting. I thought Necrom was moving that direction with the Herald Seekers, but alas that fell a bit short as you can still solo them with a modicum of effort. The West Weald minotaurs even better, but beyond a one time minor achievement there's not much point to them.

    Players who are against it can simply just not engage with them.
    Edited by DenverRalphy on April 8, 2025 7:59PM
  • JemadarofCaerSalis
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    I would love to see more higher difficulty world bosses roaming overland zones. Anything to keep overland content more interesting. I thought Necrom was moving that direction with the Herald Seekers, but alas that fell a bit short as you can still solo them with a modicum of effort.

    Players who are against it can simply just not engage with them.

    Except that players who don't want to engage can still randomly run into it, and I remember there was at least one player who claimed to pull the galen wandering boss to wayshrines in order to have it attack the people there.

    Honestly, I would far prefer they focus on making content that is engaging rather than content that is meant to force players to play in a group or whatever. Especially content that isn't tethered to a specific area or has a very large area it can roam.

    Or they can do like I think they do with dolmens, where if only one player is there, it isn't as difficult as it is with say 12 (I don't know if that is true, I heard someone else say this). So that if a player is solo, they might still be able to defeat it, though it will still be hard, but the more players there are, the harder it will be to kill.
  • DenverRalphy
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    I would love to see more higher difficulty world bosses roaming overland zones. Anything to keep overland content more interesting. I thought Necrom was moving that direction with the Herald Seekers, but alas that fell a bit short as you can still solo them with a modicum of effort.

    Players who are against it can simply just not engage with them.

    Except that players who don't want to engage can still randomly run into it, and I remember there was at least one player who claimed to pull the galen wandering boss to wayshrines in order to have it attack the people there.

    Honestly, I would far prefer they focus on making content that is engaging rather than content that is meant to force players to play in a group or whatever. Especially content that isn't tethered to a specific area or has a very large area it can roam.

    Or they can do like I think they do with dolmens, where if only one player is there, it isn't as difficult as it is with say 12 (I don't know if that is true, I heard someone else say this). So that if a player is solo, they might still be able to defeat it, though it will still be hard, but the more players there are, the harder it will be to kill.

    It's pretty difficult to randomly run into them. In the two examples I noted above, you pretty much have to walk up and kiss them on the mouth before they aggro you. And you can't pull your aggro and transfer it onto players who haven't engaged (otherwise every bot in the game would be getting this treatment).

    Edited by DenverRalphy on April 8, 2025 8:35PM
  • Veinblood1965
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    An old game called everquest had one. It was really rare and popped up only once when I was playing. It would be cool if there was a boss that spawned in different zones from time to time and took a TON of people and a LONG time to kill. You'd have guilds messaging each other and people excited. Make it a rare spawn like 3 times a day or something.

    Now THAT would be a step up.
  • El_Borracho
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    Anyone advocating this should spend some time in Cyrodiil and see what happens to the game when 20-40 players are in one location at one time.

    I remember when an event had a reward dropping from Harrowstorms in Blackreach a year or two ago. Was a complete catastrophe. For a Harrowstorm.
  • SkaiFaith
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    tmacedo wrote: »
    Uhh, Deadlands has some, Galen has the Preserver and Gold Road the Minotaur party, as overworld stronger, wandering bosses. Dragons, while incursion-like, have that feel too. I think Wb in general have their fair share of soloable, somewhat hard and group-only (although all of them are group oriented). Agree that the wandering, stronger ones could have a little more good rewards.

    While I really enjoy these very much, I only see them fought at the launch of their respective DLC for the achievement and nobody ever comes back to them, outside maybe of specific DLC events. It's a bit sad...
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  • Ingenon
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    SkaiFaith wrote: »
    While I really enjoy these very much, I only see them fought at the launch of their respective DLC for the achievement and nobody ever comes back to them, outside maybe of specific DLC events. It's a bit sad...

    I think that very few people fight the existing ESO wandering world bosses (Deadlands, Galen, Gold Road) more than they need to for the achievements.

    Which is why I do not want the ESO developers spending their time making any more big and powerful wandering world bosses. We already proved it isn't popular with most of the player base, why keep doing it?
  • DenverRalphy
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    Ingenon wrote: »
    SkaiFaith wrote: »
    While I really enjoy these very much, I only see them fought at the launch of their respective DLC for the achievement and nobody ever comes back to them, outside maybe of specific DLC events. It's a bit sad...

    I think that very few people fight the existing ESO wandering world bosses (Deadlands, Galen, Gold Road) more than they need to for the achievements.

    Which is why I do not want the ESO developers spending their time making any more big and powerful wandering world bosses. We already proved it isn't popular with most of the player base, why keep doing it?

    Or, crazy idea.. attach a renewable incentive to them instead of a one-time minor achievement. They're not unpopular because there's anything inherently bad/faulty/boring about them. It's simply because the playerbase as a whole only does content that caters to the "What's in it for me" mentality.
  • Credible_Joe
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    Ingenon wrote: »
    SkaiFaith wrote: »
    While I really enjoy these very much, I only see them fought at the launch of their respective DLC for the achievement and nobody ever comes back to them, outside maybe of specific DLC events. It's a bit sad...

    I think that very few people fight the existing ESO wandering world bosses (Deadlands, Galen, Gold Road) more than they need to for the achievements.

    Which is why I do not want the ESO developers spending their time making any more big and powerful wandering world bosses. We already proved it isn't popular with most of the player base, why keep doing it?

    This is a wild assertion considering every time I find one, within minutes there's a party with me all taking it down. All three zones.

    I love roaming world bosses. I wish there was more incentive to seek them out.

    That being said, any world boss with a quest HAS to be defeat-able by a duo, at least. Otherwise, once the respective zone is out of vogue, the daily quest associated with that boss becomes infeasible without coordinating an event.
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  • ZOS_GregoryV
    Greetings,

    As this is thread is in regards to overland content, even if it is more about the bosses, we have decided to close it as we ask that all overland related posts be kept to our Overland Content Feedback Thread.

    Thank you for your understanding,
    -Greg-
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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