Boss ward should use fighting game UI

I know it’s getting adjusted in 2.0 and I’m looking forward to seeing which places it is. But I wanted to voice my opinion right now, since it came to my mind. Maybe it can slip in an update for 3.0
The idea for bossward is great, however to me it feels bad in practice. Might just be some mental issue, that seeing 1/4 of a bosslife go down and then having to remove the full lifebar as ward, all while thinking (If I’d do less damage I would need to do fewer overall damage/ If my damage was burstier or cooldown dependent it would be more efficient).
That would probably disappear if a boss had 3 complete life-bars with different colors and in between each life bar is the reducing ward threshold.

Now I of course don’t know how much the backend calculations and the UI are intertwined, but I think that “simple” UI adjustment would make boss ward feel a lot better, while still retaining the objective.

But the health bar is already segmented and you can see when ward is getting triggered.

Also having the hp bar go “full” again when it jumps to the second bar might have the opposite effect of what you want. You feel liek you are not progression the bosses health.

On top of that Kill Threshold would be really weird, because if the boss had multipel health bars and you have for example 10% Kill Threshold you need to do some mental arithmetic to figure out roughly, when the boss will get executed.

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What they’ve said already is that they’re removing it from a bunch of mobs which shouldn’t have them (like the random Captains in a level) and that ward will decay faster.