This is my subjective opinion on the state of bosses.
Bosses right now feels like a regular creature with huge amount of health points.It is cool in game to have a lot of succeeding bosses with unique abilities and attack patterns but facing each one currently as it is did not gave me any excitement of having to face a so called “CREATURE BOSS”. I’m like,ok, another one, lets be done with it and progress to the next zone or map. Being able to withstand the damage easily and with a few health potions makes the boss fight experience boring. The way I see it, it losses the potential of players maximizing on the game control mechanic. The damage does not deal that much to a character that players tend to hit the boss mindlessly just to gradually decrease its HP and kill it eventually as fast as possible without intention of evading the boss unique attacks. It feels such a waste customizing each boss if one does not provide a unique challenge translating to the kind of fun that the developers are hoping to deliver as part of a player’s experience. As a player, fun for me is the thrill of being threatened by death as I pursue my TOS adventure. I would like to see a character’s healthbar go down with every basic attack hit from the boss that makes me stop and think otherwise to run for a bit and do some regeneration rather than to engage knowing that damage is not a threat. I would like to jump off my chair trying to evade that one punishable attack of the boss that could kill you instantly if you are a low hp class (range) or consider the damage dealt if youre the tank class. I would like to see members of my party die yeah that’s right(insert evil laugh) it is very fun seeing characters lying on the ground out of carelessness crying for help from the support class particularly priest for resurrection which adds more value to the specialized skill. I would like to carefully figure out the boss first for i know that rash actions wont do me good and I will probably end up in that cute dead state leaving me scratching my head. I would like to pick my attacks from the current attack set available I can use to maximize damage and time in dealing with a boss.
Suggestions
Damage:
- For regular boss, It would be challenging as a player if we receive more impact damage. come on IMC make us players feel that the damage of every boss we face is legit and real ass whooping. For aoe , scattered or any hard to evade regular attacks-least damage. For frequent rapid evadable attacks - cumulative take would still result to lethal threat damage lets say for example 5 - 7 hits of those little red scattered balls will kill you given that your equipment is at par level of the boss, by this I meant the average equipment a player can have without investing to much time with high defense craftables.
*Make that seemed stongest attack of the boss so punishable(lethal or almost lethal depending on build) that it is a must evade attack or just lucky if it misses or being blocked due to stats,equipments,attributes.
Reward
- The frequently requested “Harder Boss Kill - More rewarding loot” . Current loot of boss is frustrating. It is so common that some of its currency value in the market is much lower than the currency value in the npc? seriously? haha funny as it sounds but its the truth, others failed to compare the value of the npc that they immediately outvalue other players with low price just to sell the common equipment they are getting from bosses in hope that it would benefit other lower level players instead of trashing it to the npc right away. Everybody who progresses face the same boss receives the same set of loot all jumbled for all classes. Aside from those common equipment, provide players with more or some extra loot, how about dropping more variety and random rare crafting materials, or good scrolls 50 levels higher instead of those crappy cards that not useful for all? ex. varv skin of the beetleback shield? now that is something for a low level boss.Players can get currency value out of it if not needed. besides it is still by chance not a guaranteed kind of thing. In that way the excitement of each boss kill builds up leading to a much more memorable experience.
Repeatability
Player like myself gets bored with too much grinding just to level up especially in higher levels which will take hours to have that exp bar filled with a noticable margin that disrupts my game enjoyment. making me feel bad about the game as general. It would be nice to have the option of fighting a chosen boss opponent to fight with some friends or help lowlevel players. The tradeoff is players time of playing TOS for the time to kill the boss and have a random loot (common + good or bad loot) . Developers may set limit every 1 hour perhaps. I don’t see anything wrong with repeating bosses there are a lot of boss and its not like players get to play TOS 24hours/7days a week.
According to my perspective here are the pros/cons
Pros
*The more challenge and threatening the bosses are the more immerse players are in combat
*More combat mobility
- Motivates players to farm, obtain good equipments before progressing
- Knowing they are about to face a boss makes them have the need feel of looking for a party promoting socialization in game
- More strategically planned attacks developed by players itself as they adapt their capabilities with the current situation they are in.
- More thinking rather than attack rushing
*At every end of a boss kill is very much fullfilling experience for all players (bragging rights for its difficulty, unpredictable loot) not just world boss - If bosses are repeatable players will be dispersed across the map (less lag? more fps? perhaps)
*If bosses are repeatable low level and high level meet and interact - Range class (wiz,archers) have edge over swordsman when it comes to boss fights because they can easily evade suppose to be lethal attacks and can easily hit boss compared to the close combat class.It’s kind of like if you play the range class you lower your risk of dying during boss fights.
*more value for the skills of the cleric class and not rely on health pots alone.
*Developers may capitalize with the opporunity of in game icoin ressurection. An option for players to lessen progression trouble and a source of development profit for the developers. An advantage of paying players over f2p players. provided that icoin can be bought by in game currency so f2p players will have the chance to purchase those icoin resurrection through earning in game with their wits if they choose to.
Cons
*It may take longer time to progress given with the difficulty standard (but hey i rather enjoy spending a long time figuring out how to defeat a boss than grinding lifeless to advance in a linearly set up game.)
- Other players will advance much faster if they have friends who are high level (yes but it is only a con if you look at it in a competition perspective, It is part of the game, if you have high level friends then good for you not much bragging rights though if you defeat it with a high level companion
I am a player who got bored of grinding , following quest to progress and want some satisfaction for every boss fight. Dissapointed with the bosses I am feeling so strong that i cant find my match in game making a miserable life in a virtual world lol. Ill put my faith to you IMC hope it gets better in open beta.
