Gameplay mechanics are not based in lore.
Health gates are often used to add depth to an encounter. The GM last week had a boss that roams around the room while you manage adds and fight him. You’re then given breaks when he moves away and you do the dunking part. He comes back and fight me you for a big again, then leaves. You do a different dunk and then he returns with different attack style. Similar for something like lightblade, inverted spire and a few others.
If you could just cook him, then the fight would be exactly the same as warden, where the boss spawns and then dies instantly, making the rest of the fight elements pointless.
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I don't think that is what the OP means by invincibility phases, rather the shield the boss has while they actively attack you such as the Hive Wizard and the Subjugator bosses in the Pale Heart Lost Sectors. Having the boss teleport away or actively maintain the immunity shield are much better uses of working in damage phases. The main issue as well is that the majority of boss encounters tend to use the immunity shield while also attacking at the same time, so it is both overused and annoying to deal with.
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The op is under the assumption that immunity phases have some kind of tie-in to the lore. Which it doesnt.. at least that's how I understood the post. Nobody likes immunity phases but like the other dude said replying to you it would make the rest of some of these fights pointless. The servitor in warden of nothing is a prime example of this like they said. It's instantly deleted.
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I actually agree with the OP on the lore perspective, it makes zero sense for nearly every end game enemy to have the same shielding that nothing can pierce until it gets lowered by removing an obstacle or charging some object, but we still haven't figured out to use the same technology for ourselves despite fighting these same enemies for years. It should be used far more sparingly in the game play both for this reason and to prevent them from being so overplayed but we all know it is there to drag out an encounter and slow us down. Sure we can break encounters if not expected to be done so fast by the developers, even if they should know better by now and have alternate methods of confirming if the enemy is alive or not. Secondly, it is not a bad thing to trivialize base level content or make your run easier the more you grind out rolls and get proper builds. You usually work your way up to get the end game content to make the next activity easier, which is how leveling works in every other game, otherwise there is zero incentive to continue leveling.
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[quote]I don't think that is what the OP means by invincibility phases, rather the shield the boss has while they actively attack you such as the Hive Wizard and the Subjugator bosses in the Pale Heart Lost Sectors. Having the boss teleport away or actively maintain the immunity shield are much better uses of working in damage phases. The main issue as well is that the majority of boss encounters tend to use the immunity shield while also attacking at the same time, so it is both overused and annoying to deal with.[/quote] That’s hardly any different. They just become an obstacle instead of going away.they ultimate serve the same purpose.