Memorable boss fights

Having played some of the beta now, I would like to see improvements to the boss fights to make them more memorable. Purely increasing the difficulty (making the fight drag on or frustrating less well equipped characters) is not the way I think.
I’d rather see some tactics introduced in these fights, that give players the choice as to how to approach this. For example:
Use the environment: maybe there are destructable elements that restrict the bosses movement, giving you an advanttage, but which in turn enrage the boss and make him more dangerous, or elements you do not want to destroy, as it would restrict your freedom of movement. Maybe the boss would have aids, and enraging him would make him strike out in blind rage, killing these aids (if guided / taunted well by the player). Things like that.
Right now, the boss fights are a simple repetition of ‘attack-dodge/kite-attack…’ sequences, until boss==dead :wink: Please spice up these fights and make them memorable by allowing players to make decisions as to how to approach these fights.

5 Likes

While not what you were proposing, I don’t know about you, but the last boss of current release has been stuck in my head for days now.
THAT is how you do a boss fight right in an ARPG.

2 Likes

I haven’t reached that one yet, my observations are based on the ones I encountered :slight_smile:

Apart from the bugs that prevent minions from attacking it & it interfeering with movement skills.

That fire breathing dragon boss has no turn animations, if you walk behind it then it just warps to that direction. That was a memorable fight but for all the wrong reasons.

2 Likes

I played it as a Smite Pally so had no idea of that issue, sounds more like bugs than design issue at least

Mmmm, I think the narrow & curved nature of the ledge that you fight him on is what borks movement skills & that’s definitely a design issue.

What I also noticed in all of these boss fights, is that even though I had the game zoomed out all the way, oftentimes I didn’t see the whole boss, which is a shame. If we had more time before the boss attacks, you might go closer to him to apreciate the graphics, or the game would override the fight with an even more zomed-out than normally allowed, it would add to the feeling of ‘this is a special moment in the game’. Maybe this is less of an issue with melee classes, but for a more kiting playstyle, I found this is a potential loss of (memorable) experience.

Most bosses from early acts are placeholders, and they will be updated, devs are aware of this ^^

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