Hey guys. I'd like to know what the community thinks of a boss battle map for sc2, somewhere along the lines of Warcraft 3's Impossible Bosses. After playing the HoTs campaign I must say sc2 has potential to spawn an awesome map of this genre. To my knowledge, there hasn't been a prominent one for Sc2 yet and I'm wondering why there isn't.
So what would make a boss battle map fun for you? What boss fights in any kind of game (WoW raid bosses, Diablo, anything!) appeal to you? and why?
I enjoy boss fights where skill matters over what level you are.
I also enjoy medium-fast paced combat where it's action based, but not so much that a casual gamer can't have fun.
I dislike boss fights where you can't do much except keep clicking on your abilities and targetting the boss. These are more MMO style boss fights where you just attack the boss and watch.
More to what a like, I enjoy boss fights that don't get repetitive. In diablo, it got boring after awhile and farming a boss is even worse.
What would make coop boss fights even more fun is requiring teamwork to achieve goals rather than 1 person healing, 1 person tanking, and 1 person killing.
I enjoy boss fights where skill matters over what level you are.
I also enjoy medium-fast paced combat where it's action based, but not so much that a casual gamer can't have fun.
I dislike boss fights where you can't do much except keep clicking on your abilities and targetting the boss. These are more MMO style boss fights where you just attack the boss and watch.
More to what a like, I enjoy boss fights that don't get repetitive. In diablo, it got boring after awhile and farming a boss is even worse.
What would make coop boss fights even more fun is requiring teamwork to achieve goals rather than 1 person healing, 1 person tanking, and 1 person killing.
That's what I'd like to see.
I couldn't agree more with what you said here. Although could you elaborate more on 'teamwork'? If you think about it player roles (like healer, tank and dps) actually promotes teamwork rather than the other way around.
Roles is great and all, but I meant still have teamwork without roles, it just feels so MMO-like and that's great when you just sit there, but this is an action based boss battle. As an example of teamwork without roles, you could have half the players distract the boss while the other half fights their way through minions to reach an item. They return with the item and activate a weapon that damages the boss by 25%. Something like that. I don't mean that there shouldn't be healer, tank, damage dealer, I just mean you shouldn't emphasis it as the only source of teamwork.
Ah I see. Yeah that sounds like a good direction for boss fights. I also like the idea of distracting the boss while the other half of the team fights minions to activate a weapon. It really feels like a fun way to defeat a boss.
tbh I never really enjoyed strict roles like the usual healer/damage/tank, since I reckon tanking a boss isn't as fun as healing or dealing damage.
Personally, I think that tanking is the most fun part.
I've been playing WoW for quiet some time now and I've always felt that I had the most fun playing my Protection warrior.
Now, I understand if the tanking can become very boring in StarCraft 2, since the two games are so very different gameplay-wise and engine-wise.
You could always melt the three roles together, so there are no roles split out between every raidmember, so it becomes up to the player himself/herself to heal and stay out of fire and other abilities the boss might use.
I also had an idea, that the player would be granted 1 special ability per encounter apart from your normal "Class" abilities.
That way every encounter would be even more unique.
Some sort of AI compensation would be nice. If players get trouble countering skill A but easily dodge skill B, then the boss would gradually use skill A more often. This can prevent the game from getting repetitive, when done well.
I used to be WoW raider, and I do have friends who enjoy tanking, although i have never gotten the gist of it. And yes with the Sc2 engine, tanking is probably less appealing than in WoW. atm i'm thinking maybe each 'class' has its own unique damage dealing/healing/tank ability? although how exactly i'm going to do this while keeping each class unique is something i have yet to plan.
hey that actually sounds good. It'll definitely make each encounter more dynamic. I never actually thought about giving the boss some sort of AI instead of randomized patterns.
So what would make a boss battle map fun for you? What boss fights in any kind of game (WoW raid bosses, Diablo, anything!) appeal to you? and why?
A boss battle map where there is no Healer/Buffer class. Health is sacred so no reckless tanking and absorbing damage. Maybe have 1-3 Health refill potions for heroes, but that's it. You can still have a support class which would have stuff like "shield" which channels a shield in place that blocks enemy beams/missiles. Or some sort of disruption zones that hamper enemy offense. A class based on decreasing bosses efficiency granting other players more opportunities to strike.
I suppose it would be a reaction based boss map =D
There are x amount of classes and each gets their own "style", like one is more stealthy, one is slower but has a bit more hp and dmg than most, one is more of a sniper etc. That's how you make them each unique.
Next, for healing, to make it teamwork based, there are 2 ways to heal, bandages and medkits. Bandages heal you instantly when you pick it up, medkits are an item you hold until you use it. You can't use medkits on yourself, therefore making EVERYBODY the healer.
Allow players to "specialize" their abilities. For example, one player might want to specialize his "snipe" ability that hits all enemies in front of him. He decides to go for a healing specialization. This heals all allies along that line AND deals damage to enemies.
How's that sound?
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Hey guys. I'd like to know what the community thinks of a boss battle map for sc2, somewhere along the lines of Warcraft 3's Impossible Bosses. After playing the HoTs campaign I must say sc2 has potential to spawn an awesome map of this genre. To my knowledge, there hasn't been a prominent one for Sc2 yet and I'm wondering why there isn't.
So what would make a boss battle map fun for you? What boss fights in any kind of game (WoW raid bosses, Diablo, anything!) appeal to you? and why?
Aphotic, aka http://www.sc2mapster.com/profiles/Stealthsam/ is working on a map like that. Maybe you should collaborate with him.
I enjoy boss fights where skill matters over what level you are.
I also enjoy medium-fast paced combat where it's action based, but not so much that a casual gamer can't have fun.
I dislike boss fights where you can't do much except keep clicking on your abilities and targetting the boss. These are more MMO style boss fights where you just attack the boss and watch.
More to what a like, I enjoy boss fights that don't get repetitive. In diablo, it got boring after awhile and farming a boss is even worse.
What would make coop boss fights even more fun is requiring teamwork to achieve goals rather than 1 person healing, 1 person tanking, and 1 person killing.
That's what I'd like to see.
thx! I'll give it some thought.
I couldn't agree more with what you said here. Although could you elaborate more on 'teamwork'? If you think about it player roles (like healer, tank and dps) actually promotes teamwork rather than the other way around.
Roles is great and all, but I meant still have teamwork without roles, it just feels so MMO-like and that's great when you just sit there, but this is an action based boss battle. As an example of teamwork without roles, you could have half the players distract the boss while the other half fights their way through minions to reach an item. They return with the item and activate a weapon that damages the boss by 25%. Something like that. I don't mean that there shouldn't be healer, tank, damage dealer, I just mean you shouldn't emphasis it as the only source of teamwork.
Ah I see. Yeah that sounds like a good direction for boss fights. I also like the idea of distracting the boss while the other half of the team fights minions to activate a weapon. It really feels like a fun way to defeat a boss.
tbh I never really enjoyed strict roles like the usual healer/damage/tank, since I reckon tanking a boss isn't as fun as healing or dealing damage.
@Zolstice: Go
Personally, I think that tanking is the most fun part.
I've been playing WoW for quiet some time now and I've always felt that I had the most fun playing my Protection warrior. Now, I understand if the tanking can become very boring in StarCraft 2, since the two games are so very different gameplay-wise and engine-wise.
You could always melt the three roles together, so there are no roles split out between every raidmember, so it becomes up to the player himself/herself to heal and stay out of fire and other abilities the boss might use.
I also had an idea, that the player would be granted 1 special ability per encounter apart from your normal "Class" abilities. That way every encounter would be even more unique.
Cheers!
Some sort of AI compensation would be nice. If players get trouble countering skill A but easily dodge skill B, then the boss would gradually use skill A more often. This can prevent the game from getting repetitive, when done well.
@Wacclian321: Go
I used to be WoW raider, and I do have friends who enjoy tanking, although i have never gotten the gist of it. And yes with the Sc2 engine, tanking is probably less appealing than in WoW. atm i'm thinking maybe each 'class' has its own unique damage dealing/healing/tank ability? although how exactly i'm going to do this while keeping each class unique is something i have yet to plan.
@butterflo: Go
hey that actually sounds good. It'll definitely make each encounter more dynamic. I never actually thought about giving the boss some sort of AI instead of randomized patterns.
A boss battle map where there is no Healer/Buffer class. Health is sacred so no reckless tanking and absorbing damage. Maybe have 1-3 Health refill potions for heroes, but that's it. You can still have a support class which would have stuff like "shield" which channels a shield in place that blocks enemy beams/missiles. Or some sort of disruption zones that hamper enemy offense. A class based on decreasing bosses efficiency granting other players more opportunities to strike.
I suppose it would be a reaction based boss map =D
My suggestions for not having roles is this...
There are x amount of classes and each gets their own "style", like one is more stealthy, one is slower but has a bit more hp and dmg than most, one is more of a sniper etc. That's how you make them each unique.
Next, for healing, to make it teamwork based, there are 2 ways to heal, bandages and medkits. Bandages heal you instantly when you pick it up, medkits are an item you hold until you use it. You can't use medkits on yourself, therefore making EVERYBODY the healer.
Allow players to "specialize" their abilities. For example, one player might want to specialize his "snipe" ability that hits all enemies in front of him. He decides to go for a healing specialization. This heals all allies along that line AND deals damage to enemies.
How's that sound?