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While we're at it, I'd also like smarter enemies. Difficult AI should not equal "we hit you harder and kill you faster" [[User:DAWUSS|DAWUSS]] ([[User talk:DAWUSS|talk]]) 21:20, November 4, 2013 (UTC)
 
While we're at it, I'd also like smarter enemies. Difficult AI should not equal "we hit you harder and kill you faster" [[User:DAWUSS|DAWUSS]] ([[User talk:DAWUSS|talk]]) 21:20, November 4, 2013 (UTC)
 
:What about AI learning from mistakes? In Prince of Persia game from 2008 bosses couldn't be hit by same combo twice and in game Batman:Arkham City one of bosses destroyed once used hideouts, so the player needed to find another one to surprise the boss.[[Special:Contributions/78.8.143.81|78.8.143.81]] ([[User talk:78.8.143.81|talk]]) 21:31, November 4, 2013 (UTC)
 
:What about AI learning from mistakes? In Prince of Persia game from 2008 bosses couldn't be hit by same combo twice and in game Batman:Arkham City one of bosses destroyed once used hideouts, so the player needed to find another one to surprise the boss.[[Special:Contributions/78.8.143.81|78.8.143.81]] ([[User talk:78.8.143.81|talk]]) 21:31, November 4, 2013 (UTC)
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Look up the gameplay video at pax i think it was..enemies are going to be insane, as are the tactics used to take them on. its a 30 minute video but definately worth watching, its just more or less hard to hear the guy talking xD [[User:Syntheticsith|Syntheticsith]] ([[User talk:Syntheticsith|talk]]) 06:13, December 2, 2013 (UTC)

Revision as of 06:13, 2 December 2013

Forums: Index > Game DiscussionBoss fights in DAI
Note: This topic has been unedited for 3791 days. It is considered archived - the discussion is over. Do not continue it unless it really needs a response.

I wish boss fights in DAI were true chalanges requiring not so simple strategies to defeat bosses, not just constant using of health and lyrium/stamina potions and all talents/spells. Those bosses should have spectacular unique skills making them memorable. Ancient Rock Wraith or Arishok were like that. How would you like boss fights in DAI to be like?78.8.98.195 (talk) 20:53, August 1, 2013 (UTC)

I like it when the fights have more going on then "hit them more than they hit you." Origins had only a couple where you could take really advantage of weapons in the environment. DA2 was simpler still, but even the Ancient Rock Wraith at least made you pay attention to his attack cues.

More dynamic, interactive environments; less flat arenas with enemies spawning in waves. More bosses that move around and force you to change tactics; less big dumb damage sponges. Son Goharotto (talk) 05:33, August 2, 2013 (UTC)

(dunno if other games are allowed here so sorry if they aren't) This makes me think of two recent games: Dragons Dogma and Shadowrun Returns... Dragons Dogma you had to use every bit of strategy and environment to your advantage, yes you could hack and slash but it was better to use your surroundings. Shadowrun is about where you set up your characters--Dave The Maniac (talk) 15:31, August 2, 2013 (UTC)

Just hitting with no required strategy is a boring boss fight.78.9.148.79 (talk) 12:33, November 2, 2013 (UTC)

Some good boss fights that come to mind are The Sloth Demon in the Lost in Dreams sidequest of The Broken Circle. You could turn into various forms as could the Sloth Demon, and you could use those forms to counter Sloth's.

Another good mid-boss fight was in The Gauntlet when you faced your dopplegangers. The only problems were that you couldn't really see what they looked like, and they didn't have the same specs.

I think the Archdemon was a good boss fight. It moved around and had different attack styles. I liked when it moves to the inaccessable area and you have to hit it with ballista and long range attacks while dodging a rain of dark fireballs and vortexes. The boss fight in the Elven Ruins was decent. If you fight Zathriun you can disspell the paralysis on the wolves to have them help you, but then the fight is too easy. Otherwise you have to split up your forces and have at least one person distract Zathriun while you deal with the shades and trees.

The Desire Demon that possessed Conner had interesting boss battles whether you fought her in the Fade or in the real world. Plus the Fade battle had the premise of having to select one character out of four or five to defeat the demon depending on your choices.

Rendon Howe's boss battle required strategy since he used mages.

I think DA:I's boss battles should be like those. It would be cool to have bosses do certain attacks that you have to move your party around to avoid. And it would be great if some bosses could be defeated a little more easily by using combos by single characters and multiple characters. Believe it! (talk) 21:52, November 3, 2013 (UTC)

I like interesting boss fights, and I would enjoy having complicated ones, but that could have the downside of scaring some people away from the game. They might need to be simplified for lower difficulties. --CountSilvershroud (talk) 22:50, November 3, 2013 (UTC)

Here are the things I don't like in a boss fight. A ridiculously large health bar, unavoidable or nearly impossible to avoid one shots and drawn-out grip attacks.--KCMueller (talk) 18:42, November 4, 2013 (UTC)

While we're at it, I'd also like smarter enemies. Difficult AI should not equal "we hit you harder and kill you faster" DAWUSS (talk) 21:20, November 4, 2013 (UTC)

What about AI learning from mistakes? In Prince of Persia game from 2008 bosses couldn't be hit by same combo twice and in game Batman:Arkham City one of bosses destroyed once used hideouts, so the player needed to find another one to surprise the boss.78.8.143.81 (talk) 21:31, November 4, 2013 (UTC)

Look up the gameplay video at pax i think it was..enemies are going to be insane, as are the tactics used to take them on. its a 30 minute video but definately worth watching, its just more or less hard to hear the guy talking xD Syntheticsith (talk) 06:13, December 2, 2013 (UTC)