First and foremost, I want to applaud EHG for designing one of the best boss encounter designs in ARPG. None feels unfair or boring and each feeling unique and fresh. There are some boss that I dislike for example Fall of Empire’s boss for the randomness and chaotic battle but it also shows the design diversity of the boss encounters.
Some food for thought that I have is to enhance the boss design by adding variation to them. For example, adding more boss skills in mono/higher corruption (100, 200 and so on), or modify the attack pattern for surprises.
Case in point is Lagon that is the same encounter in the story and monolith. The difference is currently in HP and attack power. We can for example get more challenge if there are more variation in attack pattern for example:
- On 2nd phase, the wave can be either clockwise/anticlockwise, chosen randomly per run.
- On 2nd phase, Lagon periodically shows up and shot the single straight blast of the eye laser. Or the telegraphed lighning circular AoE
- Tentacles also shows up on 3rd phase on the side if the battle stage
- Addition of 4th phase on higher corruption. But this requires lots of dev time.
- On higher corruption, Lagon redeye attack now accompanied by the claw attack.
These require work on codes, animation, balancing etc and the current boss design is already great so it is an improvement that can be implemented in future patches (or after release)
EDIT: 3rd phase Lagon might have difference in the wave appearing from both sides? Unsure on this, but the idea is that this upgrade on enemy boss as we progress further is great and we can do more with it.