winning boss fights is as follows:
1) Fight occurs
2) Hack at boss
3) Kite & heal
4) Repeat from step 2
Obviously this high-health boss construct has an impact on the tactics available to the player. By simply buffing out the health of bosses it narrows the player’s tactics to attrition warfare, gradually wearing down your opponent until the moment of capitulation. Quite frankly I find that boring.
What I propose: I would like to see bosses constructed in a more imaginative way, as opposed to just giving them a huge health hike and a ton of immunities. I would like to see bosses given unique strengths and also weaknesses for the players to find themselves which promote the use of actual tactics. Furthermore, I think it would be good to be given the ability to utilise elements in the environment to your advantage. Maybe you’re in a
warehouse and there are a bunch of barrels with oil in them, lure the boss towards them and fire away! Small things like that which I wouldn’t want to be necessary to win but would add some variation.
Anyone else got any ideas on how boss fights can be made more dynamic and not just a war of attrition?
Modifié par deatharmonic, 10 octobre 2012 - 09:30 .





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