126590-world-bosses

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oh. i was expecting that one :) hopefully you guys find a way to make them relevant (and hard hitting) even on a fully DS geared character.


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Yay exciting!


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Why tease us??? In the name of the Dominion I order you to tell us what you have planned! I do world bosses as much as I can with my guild. On EU dommy, there seems to be a lot of groups going for it.


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{| style="width: 100%;" One-shot mechanics are good way to go. They can't be mitigated by tanks/heals. They can be creative in the way you stop them. Take for example metal maw prime - he has an air phase where he goes up and shoots lasers at people and then drops down for a ton of damage. To make that fight dangerous, make him charge a devastating attack that will kill everyone on the platform. Put a big cannon on the platform that is shielded. Now, make MMP attack random people on the platform with giant lasers of death that follow them around. In order to drop the shield, those players have to drag the laser to the shield and eventually destroy it. Fire the cannon, one-shot mechanic averted.

This is how world bosses were in Vanilla WoW/BC. Doom Lord Kazzak had a 3 minute enrage timer and would heal for 70k if anyone near him died. He also used a long range shadowbolt volley that hit everyone in its range. This means if there was a random pug in range of the volley who died, DLK would heal and you would fail the enrage timer.

This is the how the new world bosses in WoD/MoP work, different time for the game. I'm pretty sure he doesn't like this model.


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No one's said that. Lethality has said that he doesn't want them to be for low level players, though, which is probably where your confusion is coming from. On the topic of world bosses, I'd love to see more fun stuff added to their loot tables - decor, pets, mounts, etc. But don't use the weird as heck contribution system to distribute the loot. I have yet to figure out why some people get 1 and some people get 0...


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Well, there's really no escaping in a vertical progression system that players will spend more time at the level cap than any other level. So there can be fun things to do along the way (and WildStar has TONS of them) but for the "expensive" content it feels like placing it at level cap is the right thing to do.

I do understand that folks like to level alts, but isn't there a ton of variety already in terms of race, class, faction, path, tradeskills, challenges, public events, zones, etc? I think WildStar has more of that than pretty much any other leveling game I can think of!

More variety could always be welcome, but in terms of "world bosses" that just feels more like a cap thing to me. They have been weak in recent WoW and SW:TOR and GW:2 and I feel its all because of trying to accommodate lower levels.


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Speaking of attunement. Why is the Adventure Step not retroactive? Also, why isn't Bay of Betrayal or Protostar Games included/an option in the adventure and dungeon steps of attunement?


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