deuce985 wrote...
I'd argue that DAO had boss encounters but they were over so quick, most people didn't really see them as bosses.
Mark of the Assassin is the only boss fight I really enjoyed. Legacy would've been awesome if positioning wasn't such a major problem with companions. But still, even those two boss fights fall into the old endurance fight tank'n'spank with endless HP. DAO fights are over too quick and DA2 boss fights are too long with handicaps against the player. Arishok is a ******* nightmare on a warrior but a joke on a mage. You can kite him all day on a mage and blast him.
Boss fights not having save points is also a bad design decision, IMO. Especially if you design fights built on endurance+phases(Legacy/MOTA). Legacy made me want to pull my hair out getting to the last phase and my silly companion wanted to stand around as the fire destroyed her...
Somebody mentioned Dragon's Dogma as a good example of boss fights. I agree. That game has really good boss design. They also end up with multiple weaknesses that they allow you to find and exploit. I liked that mechanic too. Boss fights are fluid and fast in that game. You don't grind them out for a hour. It beats that tank'n'spank formula they used in DA2 because you could approach bosses in different ways. I'm not sure DD's boss fights would work in DA3 though. DD is far more action oriented than DA2.
Ideally, I'd like to see fights over quicker than DA2. That's too long. Unless you put a checkpoint system in the boss fights...
I didn't play MOTA, how was the boss fight constructed there? And yes, they do seem to drag on which is a consequence of mammoth health bar syndrome. I wouldn't mind bosses having a little bit more health but mainly being more lethal. Of the top of my head, I would've changed the whole Arishok 1v1, In fact I'd would have like to given each profession a different way of dealing with him.
First of all I wouldn't give the Arishok so much health, I'd make him absolutely lethal at close range but very slow when up against quicker opponents. In terms of immunites I would not make him (or any boss) immune to immobilizing spells, but I would shorten the length of time they stay immobilized and as their health lowers that time increases due to fatigue.
For a warrior: They should be the only proffession able to go face to face and survive, actually giving him a run for his money in terms of sword play and brute strength. A high level of strength should give the warrior more chances of automatically blocking an attack (though I think DA2 did this?)
For a rogue: I would make speed the Arishok's weakness making him susceptible to backstabs, so rogues have the oportunity to capitolize on that. Get in, backstab, get out, set traps, lure him. Really give them the oportunity to play with him by utilising stealth and subterfuge tactics. Again, with a high level of dexterity dictating how many attacks are automatically dodged.
For a mage: If they came face to face with the Arishok I think they should be cleaved in twain, period. They shouldn't be able to take the same hit as a warrior and survive. I'm aware that we see mage hawke fighting the Arishok in the trailer but lets face it, combat in game doesn't really mirror whats possbile in that trailer does it? I'd like to give them the ability to utilise spells which immobilize the enemy to good effect. Briefly stopping the Arishok in his tracks and giving the mage a chace to let loose. What I would also like to see is if the mage gets the Arishok down to say 10% health then crushing prism behaves the same way it does in the trailer.
For the overall fight I would also make both the player and boss show visible signs of fatigue in their attacks and movement the lower their health gets. Again I agree with your sentiments about DD, Its a shame DA is so limited in what you can actually achieve in terms of combat and how free you can be to take bosses down in different ways.
Modifié par deatharmonic, 11 octobre 2012 - 10:43 .