If you could design a raid boss

If you were allowed to design a raidboss, what would you do?
what would it look like?
what would be it’s name?
what would be it’s abilities?

I would design a raid boss, which is pretty similar to Hexos from the Brawlers guild, because I always liked that boss…

The Raid Boss would obviously look like Hexos
The Name would be: Hexeros

Abilities include the Laser Walls, Hexos has, with the same mechanic (just imagine the Game Hexagon)
also a dot which stacks for the tanks, so they have to use their taunt ability, also some Aoe Damage, to keep the healers busy
The active Tank won’t take any damage except for the dot…

The Encounter would start with the Raid boss randomly choosing a tank and locking himself and the tank into the middle of the room… the tank has to keep the boss from hitting the lasers, because if the boss hits the laser, the raid wipes

Everyone else has to make sure to not hit the lasers, because they will instant kill you, if you touch them… (so, keep moving)

the raid boss will also spawn aoe zones in random places (doesn’t target certain players, so melees have to move too (if the ranges will hate this raidboss, so will the melees)) if you run through them, they will do 10% of the players maximum hp damage

On every 10% Boss HP, he will cast a huge AOE shockwave, which deals 50% of the players maximum hp as damage (this ability is here to keep the healers busy)

The Tank dot will stack. The dot will gain 1 stack every 2 seconds, after 10 stacks, the dot will most likely kill the tank, so tanks have to taunt often
after a Tank used their taunt ability, the raidboss will pull the now active tank to the middle and the now active tank has to play the hexagon game

well, that’s it…

if you don’t know Hexos, here is a Video

What do you think about this raid boss, and how would you design a raid boss?

Hmm.

If I were to design a raid boss then it would be something like this.

Impact! the boss abilities should feel impactful but they wouldn’t be one shots to the designed ilvl.

The boss is the type where mistakes are recoverable but multiple ones can wipe you, and a mistake can likely cause you to mess up other things ( Stun, huge slow, boss gets healed a lil, boss gains damage boost, etc )

The boss fight would be designed to be around 15-30 minutes.

The boss fight would reward skill play, and how far you can push your limits, players would get buffs and other factors.

There will be many optional ways to approach the fight.

Players have a certain degree of control on the fight things like stunning the boss for a period of time, changing the area forcefully, forcing the boss to go on the defensive or baiting him to go offensive.

The fight will have a multitude of phases, and some optional phases that players can trigger if they want.

There will be a bunch of things players can interact with, some are limited, some are not, remember the fight is 15-30 minutes long so if you waste something at a wrong time u might get in trouble later.

The fight if executed perfectly can be done with about 1/10th of the damage taken of an average group, but doing it perfectly is going to take some super insane effort, some insane timing, skill and practice ( Think the guy that leaped the dancer’s attack in Darksoul to deliver a super blow hard, but now you gotta do it a lot etc )

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I’d call the boss blizzard.

  • would look like… a blizzard
  • would be very lackluster and half done
  • wouldn’t have many skills as it pruned itself
  • you’d find it spawn in island expeditions
  • main weapons a mobile phone, and it would constantly shout “do you guys not have mobile phones?”
2 Likes

A lot of 1 shot mechanics, lots of hp, so that each mechanic has to be dealt with at least 10 times by each raider, big raid dmg, big tank dmg.

Can you imagine a wipe at 1%? :rofl::rofl::rofl: not only warlocks are going to ‘curse’

2 Likes

Boss has a special debuff.

Debuff goes on DPS and makes the boss immune to their attacks, while reflecting their attacks at 1000% increased damage.

This makes them stop DPSing and do the correct mechanics. (Or die)

2 Likes

Something that really punishes DPS if they screw up, and not heals/tanks.

I’ll continue tomorow but here’s the idea. It’s free you can have it blizz.

A big sea giant wearing a murloc costume recieving order from the gilgoblin on its shoulder.
He would wield a huge sea shell as a mace but may use it as a horn to call murlocs to join the battle.

The main theme is a murloc WAAAGH, the boss arena is surrounded by junk and hundreds of murlocs & baby murlocs

One of the mecanics is that baby murlocs would cross the arena holding something, either a buff, a bomb, an usefull thing to hit the boss and stop one of his mecanic and a healing plant. You’d have to hit them once to make them leave the item behind. They may come from everywhere and at anytime.

The sea shell horn like call to arms would call for regiments of murlocs to Assault you with all kind of things you can find under the sea, and sometimes things you shouldn’t. Beware of the frightening sticky seaweed, fish bones and cursed flying undead sailor skulls which will pester you about their life and reduce your concentration and increase cast time by half !

But at some point the boss makes a mistake and use a cursed artifact to summon some unholy creature from the void. He’s corrupted and some of his murlocs become void tainted, changing the effect of the mecanics and adding more.

Random ideas i’ll organise later :

  • phase two the gilgoblin boss wants you dead all calls for his secret assassins. Cords fall from the celling and sprinter cell like gilgoblins use them to reach the ground. They’ll each target someone in the party, are untargetable and will use a smokebomb to flee after hitting someone and keep harassing you .you’ll need to recieve an AOE stun from the boss while targeted by an assassin to stun and kill these pests.

To be completed

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All roles need to have an impact on the outcome

No one shots

Enrage timers

Environment interactions

Spawns meaningful ads

Since i don’t raid my raid encounter is designed purely based on what i would like to watch others doing…

  • This raid would be only possible to do by randomly generated pugs with no voice or typed chat available. Only ready made emotes allowed for communication.
  • It would include soaking mechanism where 75% (not less, not more) of raid has to go stand to one spot to soak the damage or everyone will die. However boss will throw legendary loot for all players who stand outside of soaking area.
  • There is puppy phase in the fight where boss spawns hundred puppies which all have to be patted in the time on 20 seconds. Failing to pat all the puppies causes wipe.
  • If someone stands on the fire they can only be healed by other players carrying water from the nearby watersource with buckets and putting out the fire, then using bandages. There will be lot of fire.
  • Everything happens on angled platform made of ice making players constantly be sliding down (sideways) unless they keep moving to keep themself on one place.

Something like that… :stuck_out_tongue_winking_eye:

2 Likes

It really depends on where it takes place.

Personally, I’d like to see simpler bosses - with simply less mechanics - but there are a couple of mechanics there that really change up the gameplay in a fundemental way.

Does anybody remember General Vezax? This was a boss that severely restricted mana generation, causing healers to have significantly less mana unless they handled themselves correctly and soaked up the clouds that made it come back.

Stuff like that is really cool.

I don’t like 1-shot mechanics. I prefer mechanics that do not instantly kill you, but if you repeatly make mistakes on it, it punishes your team so much your healers and tanks cannot cope with it, or keeps creating targets that cause trouble.

So, with these rules in mind, let’s create a boss that would fit into the eternal palace.

Tidesages of the Void
There are 2 bosses in the fight that share a health pool.
The room is cut into two halves

  • The left side has ramping raid-wide ticking damage, however everyone regenerates mana at the normal rate.
  • The right side progressive suppresses mana regeneration more and more. Stand there for too long, and the mana literally drains away.
    Moving from one platform to the other deals a small amount of raid damage to anyone on the side you move from. If more than half the raid moves through at once, it’s a definitive wipe.

Crashing wave occasonally moves the entire raid forwards or backwards. You can see the water gather. There is a square pillar or statue in the middle. The wave will move you completely off the platform if it moves you north or south. If it moves you west and you stand on the pillar, it nearly moves you off. If you stand on the pillar and get knocked towards it, you don’t move at all.

The idea is to use positioning to never get knocked off the platform or knocked to the other platform at inconvenient moments, and to swap the raid (except the tanks) over at appropriate moments to prevent the damage from ramping out of hand to OOM healers.

Occasionally every ranged player or healer will get a circle, which does AoE damage inside it. This forces spreading out. On Mythic, the timers will align such that this overlaps with the waves, forcing you to stagger players moving into the pillar by creating two groups of players that don’t get knocked into each other. Getting the timing and positioning here just right will be a challenge.

The bosses are untauntable. If they move across the barrier, they will spam 3 second casts repeatedly that deals massive raid-wide damage.

The bosses will die if your DPS is high enough (healer mana acts as a soft enrage) and everyone understands that cooldowns must be spent early on when moving to the right side, and late when moving to the left side.

Placing the bosses close to one another in the middle could be a smart move, as it allows for cleaving, but also a dangerous game - it might knock a tank into the wrong corner, causing massive damage.

Pretty simple concept - 2 bosses, one on each side, don’t let them cross over, move over yourselves at appropriate moments, don’t get knocked across. There are no 1-shot mechanics other than those that are extremely, extremely obvious - like your character literally being pushed off a ledge after 4 seconds because you stood wrong while a wave was building you didn’t see.

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It’d be Alexander the human Palladin.
He’s an ex-scarled crusade member who got delusional and thus his belief in him being right and light deepened.

  • He’d be using bubble whenever Bloodlust/Heroism is being cast.
  • He’d would be targeting random dps with “Mirage”, only targeted DD would see him cast a shield of light, and if not interrupted the shield would reflect and boost by 200% the damage dealt.
  • He would cast Final Consecrated Ground that would burn our % HP, and we would have to use HoA to cleanse small areas below our feet.
  • He’d cast the “Allies of Light” which would summon light-like trash that is fixated on set top dps and disarm / silence them. To be freed from it, other dps would have to focus them and kill the adds.
  • He’d be stacking a long lasting debuff that would require more than 2 or even 3 tanks to be present in a fight.

Basically a boos that punishes bad DD’s, making Healers to focus on mechanics instead of purely smashign healing abilities like using HoA to redirect boss’s healing to their allies. And tanks to juggle the “Shatter” debuff between themselfs to destroy the boss’s bubble before he hearts out of the fight.

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I hope you’re good at Touhou because there’ll be magical energy beam spam and explosions to dodge. Untankable via normal means, instead you’ll have to use the environment to your advantage to prevent tank deaths. No vehicles controls however. Tank’s here to distract and higher threat allows you to cause more damage too. Advanced dispel mechanics like in BG2 to remove magical protections from the boss. Some time warp shenanigans for CD resets and such.

A raid boss that every week after reset could change all his abilities and fight phases…into a new style up to a rotation of 5 weeks.

that would make so many people rage quit :rofl:

2 Likes

Bosses should have more platformer mechanics, this game has the potential to be a hybrid between rpg and platformer in a boss.
Also ending bosses epic fight divided in 3 intermissions/checkpoints for a complete of 15-30 minutes as said above.
Perhaps you put a key to start the lass boss and you have 90 minutes to kill the last boss without the checkpoints being reset.

Id design a boss fight in which the dps has to phase through to another realm to get a buff which enables them to damage the boss. Like noru shen from SoO. The kicker is, to get the buff you have to do a complicated tortollen calligraphy.

I really dont like these new mambo nr5 boss choreography mechanics: Jump up and down and move it all around
Shake your head to the sound
Put your hand on the ground
Take one step left and one step right
One to the front and one to the side
Clap your hand once and clap your hands twice
And if it looks like this then you doing it right.

My ideal boss would be tank and spank. Only or one of the few mechanics would be that the boss wipes hatelist on a timer and starts hammering on random raid members. At that point tank would haveto start building hate again and dps would haveto use those direct threat to tank abilities.

Queue a 2 hour raid tier for world first

Hogger but same mechanic - only condition player have to be in grey gears and at certain lvl :grinning:

Lol you’re such a girl. :smiley: