Random criticism is all well and good, but to help us make things better, you should also give us suggestions on how to improve ourselves. Which boss fights in which games are good examples of such to you? What makes them good? What makes them bad?
A bad boss design is "Tank is tanking boss and healer healing him while team is doing damage untill dead"
A good boss design has a boss that has
-A wide range of different abilities
-Uses them clever but also random to prevent a pattern that can be memorized.
- Either different phases (as you can see in many wow bosses) OR scripted events or abilities. You DONT want the boss to be a drooling idiot that just walks towards your nearest team member with autoattack.
To show you a good boss battle ill make one as an example.
Name: Arizhgal the soulrender
Archetype: Lich/Mage
Dialogue dont teleport team, only the one going near him to talk will go into conversation. And you also get the option to attack directly before dialogue is initiated if you want.
He is a lich that has just stored his soul in a phylactery of ice on a pedestal in the frozen cave he is caught in.
He starts immune to damage - channeling a spell to raise dead warriors, archers and mages to attack you. Designed not to be a real threat but to wear the team down. (When creating a boss battle you must make the battle a challenge and consider the players your enemy, dont underestimate your players)
After a while he is getting impatient and breaks his invulnerability shell. He now cast the spells:
Wintergrasp
Chain lightning
Spellbloom
CoC
Walking bomb
Dispel
Chain lightning means you have to interupt him, spellbloom means you can use his own spells to your advantage, Cone of cold means you mustnt stack your team close to eachother - same with walking bomb. Buffs or debuffs may be dispelled so keeping them up might be a good idea.
When he seems to be defeated he explodes in spirit energy and the protection around his phylactery is gone, you can now strike at his immortality. But when it is almost destroyed a new barrier is erected and he manifest himself again through a dead skeleton archer, warrior or a new mage killed in first phase. Which is random (Replayability factor added)
As archer he will get combat stealth, arrow of slaying, pinning shot and retain his wintergrasp and dispel. He will use combat stealth to reposition and will heal when he do so aswell as spawning 2 warrior skeletons at each 25% health which has pommel strike.
As warrior he will get Rock armor, arcane defense, flaming weapons and attack with pommel strike and two handed sweep. He will also animate skeleton archers at each 25% health wich has scattershot ability.
As mage he will cast sleep on your party followed by glyph of repulsion at his own feet (A mage that resists sleep can here cast for example glyph of paralyze to paralyze explode him) and attemt to do a spellmight+tempest+blizzard on your team, which obviously should be disrupted. If its successfull he will forcefield himself for its duration (here you can use crushing prison to get him out), if he fails he will use mana clash, paralyze, Curse of immortality, wintergrasp and lightning at random and teleport at each 25% HP lost around the room.
Difficulty should not factor in attack/defense/resist and small factors like that in the game. But rather add difficulty tiers to all game encounters by adding unique abilities and the like.
EASY: No adds will be spawned in this fight whatsoever.
NORMAL: As now.
HARD: Ice crystals will fall from the roof, marked by snowy dust - needs to be avoided or that party member will be stunned and take damage.
NIGHTMARE: Increased ice crystal frequency and increase adds to 4 per spawn instead of 2.
Analyzing the boss battle i just made:
You must disrupt his spells. You can use his spells against him. You can use terrain to your advantage by tricking enemy mobs into ice crystals (on hard+) You must face several threats at once correctly to survive and use strategy/tactics. The boss has adds, you must wach your mana, dont stack your team to much, dont stand still (hard+), you need good gear to make this battle but it wont and shouldnt carry you!
Loot dropped after difficulty. This adds replayability. If you make the game on normal you should get satisfaction of making something harder and improving yourself by playing on hard. (Adding minor toughness and statistics is a lazy and poor way of implementing difficulty to a game)
Oh and... fix the AI so they ignore the forcefielded targets. Everyone agrees that killing a dragon with your whole team naked at level 1 is just not supposed to happen?