Hello everyone!
I know that the game will be open-world, conquering etc., but why not have some instanced bosses like we had in Firefall? But the problem with Firefall bosses was that the fight was boring and not really challanging with right team setup and items (not talking about crap that came with 1.6 and 1.7). Why not try something else to make boss fights more challanging and intense?
1. Move set
That is the part that makes Dark Souls bosses so good for me. Each boss has its own moveset that we must use to our advantage. Rolling and evading is key to winning. If you are unaware the boss will just hit you and you loose quarter of your health. This is the most fun thing in boss fights for me.
2. Counters
There are some things that work better or worse for a certain boss. For example, if you are fighting a dragon in DS your lightning miracles and weapons will perform great wile fire will be weak. This is a good option to reduce class spam (only dreadnoughts+electrons) on every boss. Some bosses could be weak to EXPLOSIONS while they could be resistant to bullets. Or for example, some bosses could be weak to melee (this option would be high risk high damage lots of fun) but very resistant to bullets and ranged attacks. This could be implemented to make boss fights vary and be more fun.
3. Special attacks and passives
In 1.7 and 1.6 in FF there was a problem with electron and his damage resistance. He gave 100% resistance boomerang to the team in line and they were immortal. GG Baneclaw down. Was this a good thing? In my opinion - no. But since such things as resistances need to exist, let's make some bosses have special attacks that are special. For example, if a player is caught near while the boss is doing that special attack, the boss impales the player and drains 90% of his hp regardless of shields or resistances. This also buffs him/his weapon. This is meant to make players more aware and make them have more fun.
Next thing - passives. Some bosses could just outright ignore some things like shields or damage resistance. Other ones may heal from damaging players. Another way to improve boss fights.
4. Bosses can't OHK players with ok gear and level.
This is a bad thing in fights like Baneclaw - if you were caught in death ring - you were dead. Similar was with Ancient Dragon in Dark Souls II. Those fights aren't enjoyable at all Instead, let us make some mistakes.
5. Small room for dodging
If we have a small time gap to dodge through the boss attack, we can master its moveset and be rewarded in a better way. Not something like the Fume Knight (too hard for casuls), but something a bit easier. Type fume knight in YouTube to see what I mean.
7. Dodging
When fighting a boss it's good to have rolls and dodges, even if we are in a mech. This could be handled similarly to some games, where you have x frames of roll when you are invincible. Works good from my experience.
8. The more players, the harder is the boss
And I'm not talking just about increasing it's health by 100% per player. It should get some new moves to make up for the amount of targets. Also, don't increase its damage, it doesn't work.
9. Reward
It should be something good, someting that makes us happy. And it shouldn't be a random drop, bosses shouldn't be a place to farm and farm, they should be a fun and challanging fight. If we succeed, we can choose something we want. And please, no "Titan Tokens", such idea is garbage, because it literally screams "farm, farm, farm". This isn't a fun thing.
In my opinion, such decisions would make boss fights more enjoyable and fun. They would also be harder. Players would have to master boss movesets and adapt to a situation.
What do you think?
Cheers - Vedemin
I know that the game will be open-world, conquering etc., but why not have some instanced bosses like we had in Firefall? But the problem with Firefall bosses was that the fight was boring and not really challanging with right team setup and items (not talking about crap that came with 1.6 and 1.7). Why not try something else to make boss fights more challanging and intense?
1. Move set
That is the part that makes Dark Souls bosses so good for me. Each boss has its own moveset that we must use to our advantage. Rolling and evading is key to winning. If you are unaware the boss will just hit you and you loose quarter of your health. This is the most fun thing in boss fights for me.
2. Counters
There are some things that work better or worse for a certain boss. For example, if you are fighting a dragon in DS your lightning miracles and weapons will perform great wile fire will be weak. This is a good option to reduce class spam (only dreadnoughts+electrons) on every boss. Some bosses could be weak to EXPLOSIONS while they could be resistant to bullets. Or for example, some bosses could be weak to melee (this option would be high risk high damage lots of fun) but very resistant to bullets and ranged attacks. This could be implemented to make boss fights vary and be more fun.
3. Special attacks and passives
In 1.7 and 1.6 in FF there was a problem with electron and his damage resistance. He gave 100% resistance boomerang to the team in line and they were immortal. GG Baneclaw down. Was this a good thing? In my opinion - no. But since such things as resistances need to exist, let's make some bosses have special attacks that are special. For example, if a player is caught near while the boss is doing that special attack, the boss impales the player and drains 90% of his hp regardless of shields or resistances. This also buffs him/his weapon. This is meant to make players more aware and make them have more fun.
Next thing - passives. Some bosses could just outright ignore some things like shields or damage resistance. Other ones may heal from damaging players. Another way to improve boss fights.
4. Bosses can't OHK players with ok gear and level.
This is a bad thing in fights like Baneclaw - if you were caught in death ring - you were dead. Similar was with Ancient Dragon in Dark Souls II. Those fights aren't enjoyable at all Instead, let us make some mistakes.
5. Small room for dodging
If we have a small time gap to dodge through the boss attack, we can master its moveset and be rewarded in a better way. Not something like the Fume Knight (too hard for casuls), but something a bit easier. Type fume knight in YouTube to see what I mean.
7. Dodging
When fighting a boss it's good to have rolls and dodges, even if we are in a mech. This could be handled similarly to some games, where you have x frames of roll when you are invincible. Works good from my experience.
8. The more players, the harder is the boss
And I'm not talking just about increasing it's health by 100% per player. It should get some new moves to make up for the amount of targets. Also, don't increase its damage, it doesn't work.
9. Reward
It should be something good, someting that makes us happy. And it shouldn't be a random drop, bosses shouldn't be a place to farm and farm, they should be a fun and challanging fight. If we succeed, we can choose something we want. And please, no "Titan Tokens", such idea is garbage, because it literally screams "farm, farm, farm". This isn't a fun thing.
In my opinion, such decisions would make boss fights more enjoyable and fun. They would also be harder. Players would have to master boss movesets and adapt to a situation.
What do you think?
Cheers - Vedemin