i see you’re not understanding what im saying, so im just gonna leave this one alone, good luck.
Really this post should just be flagged as spam as this topic exists over 20 times. Not to mention the ops attitude toward having people take the time to answer a question that has been answered a 100 times over.
yea that sucks. was a bug reported on that? bosses should be able to unhide people or react to getting hit.
thats why they call it beta
can add more about ragnarok boss
ragnarok bosses has like 4-6 animation figures (walking/running, attacking, casting, dying, spawning etc.) so it is easy to configure them. if you make a private server in RO you can just make boss cast instant spell everytime someone crits at them or when player hp < 50% cast this spell instantly.
heck make a stick person monster and give it 2 animation walking/running and attacking and just adjust their stats, recycle skills/spells and boom its a boss in RO.
or just adjust a poring to multi cast spells that deals 50k~150k every 5 sec and an hp of 1m while every 30 sec it heals itself for 200k.
they are hard because their hp is big, atk speed is fast, damage is big, summons minions every now and then.
in ToS they can only adjust a few because of limitations. if you want them to make a dark soul like boss then they have to find another engine that can handle an MMO with dark soul like bosses. doing so cost a huge resource since it will scrap the whole game or back to square one. and if they can make one on the same engine, it’ll still use up more resources (designing animating and coding is not free in developing you know) since they have to do it on every boss from lv 1 - 600.
for now give it time and let them adjust it if they can since developing an MMO game is not an easy job and nobody will work for free
Unless you make bosses rng MMO bosses are just as easy with the right set up.
You called him gross and then you ask how old he is?
Dark souls 2 had its own share of problems as some people keep referencing as there focus point lets use this example.
Hard mode = melee
Easy mode = range
Tested and tired and yes I found it way easy to just kite most of the bossis in Dark souls 2 then be a melee and learn to dodge the same applies to this game with 80 classis some classis are going to have skills and ability’s that can almost look like they brake the boss and others are going to find it near impossible to beat them.
Try to think outside of the mechanic of the boss but rather think about the mechanics people deploy with there class if you design your person on killing boss monster it is going to do just that over someone who is designed for pvp.
The idea I have for the developer is keep a log of all the times a boss is killed by noting the class that killed it and its most method of what skill killed said boss then program the boss to react accordingly to said skill if someone can make a dps chart that has this sort of information I am sure a programmer can come up with a mode of coding this.
Actually, in my expierience, easy-mode was everything involving a shield.
On top of that Dark Souls 2 isn’t as hard as people try to make it seem to be. It’s far easier then Dark Souls 1 or Demon Souls. And most of the difficulty comes from learning the patterns of Enemies, after which they are nothing more then trashmobs^^ Another reason for the difficulty is the lack of handholding, which a lot of current gen players arent used to. Yeah, it might be harder then shovelware but by no means it’s as cruel as people constantly call it to be.
P.S.: I still consider the Souls-Series+Bloodborne one of the greatest franchises ever, but i dislike the way people try to make it something cruel.
EDIT: Oh god almost forgot to reply to the OP-Topic xD
As mentioned the Engine has certein limitations, but i really could see them implementing bosses that operate like Bullet hells for example. Just spamming Skills(which assets the game has already in store) in certein patterns. Would atleast give anotehr level of diversity.
we used to have bullet hell on bosses, and it caused the game to crash 90% of the time.
though they could add something like Back swing attacks, or AoE attacks with patterns, or jump rope stuff
Well, beeing honest here, I think bosses are hard enough. Depending on what you’re playing, you’ll often find yourself almost dying(If not dying repeatedly)every now and then from story line bosses. Ofc, there are those that are alot stronger than others, like the Grim Reaper, that sob is hard…
I do think that the Boss from each quests should be like that. Since everyone will encounter them later on.
The difficulty of boss can be seen on different occasion. Boss from quest are easy and should be easy. Boss from dungeons gets hard especially if you are in a party with squishy class. They also becomes hard as the level gets higher. As for the world boss, well, they are kinda slow (and should also be like that), but their damage is so high.
Also, remember that if you died once, it will have a huge impact on your weapons and armors. It will also hinder your leveling/grinding moment. Coz some of the best place to level doesn’t have a squire that will fix your weaps/armors.
Have you tried leveling at demon prison with those annoying Harpeia’s? Imagine them walking at your grinding spot! Wipe your party. Fix your armors at town. Then comes back seeing your spot was taken by the other party.
So dont pray for it to be hard or you’ll regret it. Lel.
Well if that would happen all of the players involved would have learned to account for that the next time. The “it surprised us and killed us argument” holds only true for one encounter at most. If u keep on repeating the mistake without accounting for something you know might happen you pretty much lose the right to bitch about it anyways because in that situation you should consider switching games to Farmville or Hello Kitty Adventures. Btw that isnt directly targeted at you @lann3do1 its just my personal opinion on the “regret it later” part of yours. As tehre is nothing to regret in the given environment. You go in, you fail, you learn, you dont fail anymroe at the same situation. Simple. Every animal is capable of learning that way, its called “conditioning”. Humans are no exception to that. That principle is btw what made the Souls Series that successful 
More HP and more Damage isn’t the same as “hard” or “engaging” … Just because a boss can kill me with one skill and I have to hit him with a party of 5 for 40 minutes, that doesn’t mean he is hard.
Sure take longer and is frustrating, but hard means that takes skill, preparation, strategy, mechanics, and perseverance to beat it. Is easy to make a unfair boss and called it “hard”, but that’s not what players want, what we call “hard” is actually rewarding, we want to feel the sensation of overcoming something greater than us, that’s what we want.
Example of TOS Bosses:
Crab Boss whatever: 60k damage // 800k HP // 400 def
Same Enemy but Larger: 10000K damage // 8989903938k HP // 10000 def
Everytime i see things like this, i always wonder why bosses can’t see invisible targets.
No dear, i was pointing on what the thread starter wants. Which is a more difficult boss. What you say is true. However, i am referring to a specific scenario on the game. Which can be a stressfull matter on iCBT. Have you fought with Ravenpede/Ravinpede boss? You guys want every quests boss to be like that? Not me, lol.
If you’re taking too long to kill it, then it is considered as hard. Lol. Anyways, I get what you want, but not all boss should be that hard. You have to consider the game mechanics too.
In a dungeon, when you all die, do you just go and enter again? No, you fix armors/weaps, you go walk or warp there again.
What if you’re the only one that dies? Will you resurrect your character on the same spot and fight with broken equips or you gonna make em wait? What if you go outside to fix it then you have an a-hole party members and they kill without you (meaning no loots). That svcks.
Lets say you have an extra equip but your other members doesnt have one. That’s what im thingking when someone is requesting for a “more challenging boss”. Requesting for it will have implications on the gameplay of others.
I think the only boss they should buff is the world boss. More agile, faster reaction, different attack pattern and has a good rewards. The quests and dungeon boss should stay the same. 
