Make boss battle more engaging!, Cause apparently Anet's idea of a hard boss is just giving it a trillion health and kills you in like 2 hits.
I am not hating on dungeons, but. The bosses aren't that unique and all. Giving them a lot of health and killing you in 2 hits isn't fun at all. Make them engaging, make them have different phases where they do different shit, and god forbid, make them achieveable without being downed after 2 hits and 25 bleeds after!
In Aion for example, your group had to actually plan out what to do before engaging the boss. I remember one of the bosses where two guys had to stand by two pressure plates in each corner of the room. When the boss got a hunger buff, the guy had to walk on the hunger pressure-plate to remove that buff. And the same when he got the thirst buff.
You had to stand on the platform for 10 seconds, and each second you got damage dealt to yourself. So you had to time that out too and spare your heals.
These are the kinds of dungeon bosses that actually make dungeons fun and engaging!
I also remember one called kromede's trial, which was a one-man instance. But my point is, in this dungeon you were re-living a persons life at one certain point. You were changed into this person, and with your normal skills, you got one of four unique kromede skills after each four bosses you killed. And when you faced the last boss, you had to use the four special skills at four key-points in the boss-fight, after downing him to those key-points with your normal skills.
And there were super-special skins that you could get if kromede (the final boss) looted a key for you. In his room there are several glass-cages with weapons in'em with special skins, and you used your key on one of these.
(sorry for this gigantic post, but ncsoft does a great job with dungeons. Anet should learn from them!)
Edited by Blixcoe, 03 November 2012 - 12:34 AM.