WillieStyle wrote...
Or perhaps you have a boss fight where there are moving hazards around the room (saw blades, lava, sharks with laser-beams whatever). Ordinarily, the challenge is to move your party away from these hazards while continuing to fight the boss. The boss of course, is smart enough not to stand in these hazards, however, if you time it right, you can have a warrior shield bash him into the hazard, or perhaps have one warrior run across the room and taunt the boss such that if he times it right, the boss runs into a hazard.
This would suck big time, at least on the X-box. I cannot move all of my party at once effectively. I can't bring up the menu, pick Alistiar, tell him where to go, then do the same for Leliana and Wynne. I can only move the character I'm controlling effectively.
The AI is sort of limiting in this way. As another example, I can't set my rogues to disarm any traps they spot. Unless I missed that somewhere.
Anyway, some of my thoughts on boss fights and various things that annoyed me about some of them.
General things, but since boss fights tend to be tougher, relevant to them:
1. Ranger pets should travel with you or, at the very least, the recast time needs to reset. Annoying to travel right into a boss or other nasty fight and not have the pet available you want.
2. Enemy mages are mega-overpowered. Especially when you get some conversation before the boss fight starts and, as a result, your entire party starts out bunched up for easy AoE'ing. So annoying. Doubly so since, at the start of the fight, all the enemy warriors and rogues will use knockdowns and stuns as well, so it makes it harder to spread out and/or deal with said mage.
3. Need the ability to give my guys a position to move to and have the AI move them there. When fighting a dragon type mob, for example, I had to take control of each character individually and move them where I wanted them to minimize AoEs.
4. On a related note to #3, some of the AI settings don't work. The ranged AI setting is supposed to make the characters back off if in melee. Same with Cautious. I've yet to see any of my characters move away from a mob for the express purpose of moving away from said mob.
5. And with yet another AI movement related thing, nor can I set something of a party formation, telling my guys to stay spread out. Don't get hit by AoEs so easily, you idiots. Fixing #3 would be acceptable, but would be nice if the AI could handle it as well. The main thing to making boss fights easy, stay spread out.
6. Needs to be an AI setting to flank enemies. If I'm going to send another melee besides the tank in, I don't want him attacking from the front, I don't want him standing next to the tank. I don't care that that is the shortest route. Go flank, so you hit more and get hit less.
7. Single target heal spell does not scale well with magic stat of caster. As a result, it doesn't not scale well with incoming damage or character hp either.
8. Archery is rather weaksauce. Guessing this stems from DnD origins of the Bioware games, but, come on, why is it fine for mages to blow things up with ease (and mana isn't much of an issue thanks to potions) while archery gets to suck the big one? This isn't so much a problem for a fight against a single boss, as you get the benefit of range to avoid the AoE factor, but is annoying for fights that mix in lots of little guys. Let magical arrows be archery's poison, give bows enchantment slots already, as well as let them be impacted by the mage weapon buffs.
Now, for boss specific things, don't have too much:
1. Many bosses seemed to be big high hp things with an AoE and some sort of move that incapacitated my character, before pummeling him. End result, against many of the tougher ones, I had to set all but the tank to do ranged damage, so as to reduce the healing requirements. Melee DPS needs a role in more fights.
2. Early in the game, healing is lacking. Because we get companions pre-built and the single target heal sucks, those fights (as well as many of the tougher non-boss fights) are annoying. The tower, for example, possibly gives you a mage that doesn't have the heal spell, if you even get the mage. Having the mage is a huge boost even so, as his spells generate enough threat that you can kite the ogre around in circles. Then you get Morrigan, who is set up more to CC and blow stuff up than provide some healing. Because the single target heal sucks and her poor choice of skills (yeah, don't get extra tactic slots, you stupid mage), it takes 3+ levels to start turning her decent.
3. Bit more varied damage from bosses would be nice. There's the resist potions. I sell all but fire. I use the fire ones against dragons. Never really felt the need to chug a cold resist or lightning resist one. Mages use fire or electricity, but those are typically bad for AoE reasons and you need to kill mages fast anyway, before they stun your entire party. But for bosses, it is fire or nothing of consequence.
What I'd have like to see is a bit of foreshadowing as to what sort of boss is coming up and using something besides fire. A hint of a lightning elemental, for example, not blatant, but enough that if I paid attention, I know maybe I want to make sure I have the right resist potion for my tank.
4. I liked the idea behind the Sloth Demon in the Fade. He shifted from form to form as defeated. Unfortunately, he was a bit of a wuss, so it didn't really matter that he changed form and there wasn't much need to change tactics.
A beefed up version of that idea, one that encourages everyone to be close for one part, then kiting him around for another, meleeing for a bit, then ranged attacks might work well. Tied to #3, a boss that goes from heavy cold damage to heavy spirit damage, so first you use a cold resist potion, then a spirit one.
The duster crime boss in dwarf land was good as well, calling in some reinforcements in the middle of the fight.
Could also do something where the boss retreats at each "defeat".
Couple of phases to boss fights to mix it up is nice, basically.