I was just watching this video, and part of the way through I started wondering if any of these suggestions could be implemented in LE’s boss fights. Near the end he says something I really like, which is that games have enough mechanics, and battles don’t need new mechanics to be fun or interesting.
Right now I think all of LE’s main boss fights rely on telegraphing and positioning, and I’m not a fan of timed events, but there are other options he mentions. Two of them are protection and putting things where they need to be. I think I good example of both of those shows up in PoE, Act 6 area called The Beacon. You have to “protect” statues as they’re moved into place before you can light the Beacon. You have to stay within range of each statue as it moves, and if you step outside the range the statue just stops moving until you get back into range.
It’s not bad because it’s in the campaign, so you can overlevel your character if you need to, which may leave it being boring to some people (it just takes time to complete rather than skill), but sometimes that can be a nice change of pace from constantly having to be dodging six or seven different attacks that can each one-shot you. And I like that stepping out of range doesn’t cause the statues to start moving backwards, or start a countdown timer (like the current omen windows do). If you need to step outside it’s going to make the encounter take longer, but it’s also not going to penalize you.
Going back to the video … I’m intrigued by the “both sides win” idea, and how that could be incorporated into a fight in LE. IMO he doesn’t give a great example of what that actually looks like in a battle. One example he gives is of a battle that’s won while one of your team members die, and the other is a fight where you have two objectives and you only succeed at one. Having the other party sound an alarm isn’t a “win” for the other party, IMO.
Requiring a party to split across a map is interesting, but not really relevant in solo play, unless you have an NPC accompany you that then has to split off for part of the battle, which could be doable. Maybe you have to fight with the NPC to get them to a point where they’ll be safe, then leave them to go achieve some other objective.
His reference to protecting the buildings in Into the Breach is also interesting because theoretically the buildings could take some damage before you lose the fight, so there could be win conditions between perfection and where the things you were protecting can say, “It’s okay, we’ve survived and we can rebuild from this.”
Some stuff to think about.