Instead of mechanics to make the boss vulnerable, how about bosses just have a lot of health and you need to do mechanics while constantly damaging the boss to not wipe. If bosses were made like this, I wouldn't mind the large health pools like 10M-15M in dungeons, but having small damage windows just feels cheap now. It's so re-used and there's only so many ways to change it and make it harder until it becomes unfair and tedious.
I think it would be nice to have a boss just be vulnerable and you either bring them to specific places to not wipe the team or have 2-3 members go somewhere still in line-of-sight of the boss to prevent the wipe mechanic. Maybe also have something to avoid while there isn't a wipe mechanic going on, but these separate mechanics should never overlap. Enemy spawns should be on a timer, maybe every 30-45 seconds rather than just immediately spawning when they die. Just a few ideas, but I'm mainly just tired of seeing the same damage methods repeated.
Edit: strike bosses are pretty similar to RPG-style as they instead of intermission phases. I'm thinking of raid bosses being like this or just a single phase that you need to kill the boss before a timer runs out. Something like 8-10 minutes or the team wipes.
-
Edited by Omega: 12/9/2023 10:41:40 AMYou mean kind of like skolas? What I love is you had to transfer a poison buff around while dismantling mines and running tf away from skolas