I agree that Oryx is the best boss fight they've done for make reasons.
1) everybody had an important role, but that role could be defined going in and players put in positions to succeed.
In fights like Atheon, Aksis, Calus, etc, where it's completely random who gets picked/placed/etc, it puts a much greater strain on teams and player relationships when success is often RNG on who gets picked when.
It's a great theory to want everyone to experience all parts, but ultimately it does more harm than good imo as some players need more structure and defined roles to be their best, while others are more capable of switching on the fly.
I thought Eater of Worlds really was so good because it also allowed teams to define roles.
2) while there were mechanics, they weren't over the top and the main focus was still the fighting and killing the enemies (ogres, knights, fighting in the shade). It wasn't like Spire and HM Calus where you constantly had 3 second windows (sometimes less) for players to hit their marks and one mistake was a wipe.
You could recover in the Oryx fight. If someone missed their Knight, other players on the team could pick them up, same for burning down ogres.
3) you had to do 3 rounds, but if you missed one, you could do another. Atheon wasn't a bad fight, but I always thought it would've been much better if they'd toned down the supplicants and randomness a bit and upped Atheon's health to make players do multiple rounds like Oryx.
Instead the fight became all about one-phasing (at least in the challenge mode) and if you didn't one phase it was most likely a wipe.
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Bloody spot on. So straining when there are no hero moments in a raid where you can make up for a mistake.
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I agree! man I forgot how much i disliked RNG choosing who does what role
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RNG role selection worked for me in an encounter like the Daughters, but in Calus and especially Spire, it went too far and really strained relationships and discouraged taking new players through.