Simply by just making the AI of Bosses smarter it would make encounters much harder then making encounters based on your position relative to the boss.
Velcoffer was just a really good example of poor boss encounter/AI design.
Velcoffer Skills
Auto Attack: | Uses it always on highest treat target. |
Cleave. | Uses it after a few auto attacks, or after every 2nd auto attack. Silences. |
Cleave Combo: | Generally alternates between cleave and the cleave combo after 2 cleaves but sometimes just spams it. Cleave Combo consists of 2 cleaves with a final big cleave that re-positions Velcoffer |
Charge: | Uses it every 10-15 seconds. |
Magic Ball Cast: | No idea what causes it but its good when he bugs out and just spams cast this |
Purple Puddle of Death: | Purple puddle comes out of his tail and is thrown at a random party member when someone is not face hugging Velcoffer. Only casts it in Phase 3 |
Ranged Power Wave: | Only used when no one is in melee range of Velcoffer. Has a small push back |
Cursed Breath: | Slow debuff, continuously damages target if in breath, brakes magic circles |
So how do you handle/counter all of these skills.
- Cleave is easy just tank and spank bring despellers so you don’t get silenced.
- Cleave Combo same as cleave
- Charge: Face at Wall
- Magic Ball Cast: Tank and spank does the least amount of damage
- Purple Puddle of Death: Face hug Velcoffer then he never casts it. Also Merkabah is counted as a party member for some reason so dont cast it.
- Ranged Power Wave: Make sure someone is in melee range of Velcoffer.
- Cursed Breath don’t stand in front
Now if we make small AI changes and skill changes we can make Velcoffer go from tank and spank to quite a difficult encounter for the player base instead of just a numbers check.
- Cursed Breath cone goes from 45 degree to 135 degree. Casts when close to wall and facing it. Casts it every 30 Seconds. Has a cast time so the party can re-position
- Charges only to get to highest threat target. 15 second cooldown. Cast if no one is in range and after casting Ranged Power Wave or Purple Puddle of Death cant cast both skills back to back.
- If everyone is not in melee range of Velcoffer in 5 seconds casts Purple Puddle of Death.
- Purple Puddle of Death is cast when he loses 5% hp or if someone in the party is not face hugging Velcoffer.
- Cleave does damage that cant be tanked by a single person and needs other people next to player to share damage. Still Silences
- Ranged Power Wave when no one is in range or charge has been used recently. 15 second cooldown. (Forcing players not to get hit by charge)
- Phase one ends at 50% hp
- Magic Ball Cast turns into magic brake and happens after phase 1
Phase 2 ends at 0% hp - Still uses reversi after phase 2 casts after losing 10% hp
Phase 3 Starts as Velcoffer reaches 0 HP, recovers HP to max and takes 200% more dmg does 1% more dmg every 10 seconds till death.
These changes just made Velcoffer into end game content that can truly be challenging instead of the current snore fest of tank and spank.