There is no way you can justify in lore some random boss suddenly gaining invulnerability to damage just long enough for it to do its thing. In low-tier content, and arguably often in mid-tier content, forced invincibility phases serve as literally nothing but immersion breaking plot armor placed specifically for the purpose of making things take longer.
Please tell me who in the world thinks that is good game design? It heavily, and I mean [i]heavily[/i] (I can't understate how much I mean this), bogs down the experience. It feels like playing a ttrpg with an inexperienced DM who strips agency away from their players because they want their boss to do it's thing, so they just refuse to let players interfere.
I would like to propose the idea that these invincibility phases should only be active in higher difficulty content. If you have enough firepower that these random white shields actually stop you quickly, it's likely that whatever mechanic the plot armor is allowing them to do isn't going to be a challenge anyway.
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1 Reply[quote]There is no way you can justify in lore.[/quote] Stopped reading after this. Dude, half the junk that goes on in the game isn't covered by [b]LORE[/b] I mean, try finding something in the lore that references RnG or laggy connections or any of a million other oddities.