I’d like some mechanics added to the bosses that actually cause parties some serious issues.
Have a phase where the boss will aggro healers in the vicinity.
Have a rage phase where the attacks change to charges.
Have a multi hit attack where the boss suddenly starts smashing the ground 5-10 times requiring people fighting it to jump to avoid the ground smashing hitbox. Have the boss get a damage buff for each failed jump a party member makes. Have 3-5 failed ground hits kill a player.
You know. The things that are in other boss fights for MMOs that people consider to have good boss mechanics. Things that require blind parties to run a boss multiple times before properly figuring out the mechanics, and the later population to learn via videos to be able to run them.
Good boss mechanics. We’re getting the same thing over and over again.
ToS bosses are all just armor and dps checks. If your party has good armor and good dps, you win. There is no requirement for the party to understand any mechanics, have any plan, or use skill to get past any section of the boss.
While combat in tos is some of the most varied and entertaining of any mmo due to the uniqueness of the class system, the boss design of tos is one of the worst, most boring, and very bland. And that’s being nice about it. I’d barely call it “design” at all. There’s no difference between endgame worldbosses and the very first mushroom boss in the game. The only difference is the damage, the skin of the boss, and his hp.
All they do when making a boss is make a model, animate it, and give it some skills. There’s no further “design” that goes into how players will interact with that boss and how players will have to overcome various different challenges the boss presents.