The bosses from DAO were rather uninspired:
- Ser Cauthrian hit hard.
- Gaxkang had a few powerful mage abilities.
- There were a large amount of Werewolves accompanying Witherfang.
- There were some traps around Jarvia.
- Howe had a few mages with him.
- Kolgrim had a few mages with him.
- Trickster Whim had a few mages with him.
- Marjolaine had a few mages with her.
None of these are very interesting, and most simply focused around the fact that mages have overpowered abilities. This is, of course, easily countered by the equally overpowered Mana Clash, though that does not make the design any more acceptable.
There is no interesting strategy required to defeat most bosses in this game. Even the larger boss encounters (that is to say, bosses that aren't simply derived from the base classes) are centered around mere annoyance rather than difficulty.
The High Dragon is absolutely insufferable on melee characters; I'd wager one's uptime to be less than half between the knockbacks and stuns. That's not difficult or intriguing, it's just annoying. The same could be said of the other dragons as well as any Ogre encounter. Losing control of a character has, historically, never equaled “difficulty,” at least never in my experiences.
Really, the best boss in DAO was probably the Spirit Apparatus before the Anvil of the Void. A boss encounter should involve utilizing the environment, intricate positioning, and the use of abilities in new and interesting ways, not just “do what you would on any creature, only for a little longer.”
Though this will probably prompt a /**** shotgun from these forums, you should look towards MMO boss design.
Modifié par Maverick827, 03 août 2010 - 02:54 .





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