Reading the thread about T9 and the faction champions makes me wondering why people mostly hate bosses that are unique and not like the normal "tank, kill adds, go out of shit"?
- Faction Champions: the boss was unique in its way that tanks could not tank the bosses normally. They had the chance to taunt the mobs for a short while but after that, they just ran away. People had to use CC and to play in a special way. The fight was an easy example of how a arena match works and so, everyone complained. Why?
- Lord Rhyolith: you were able to move the boss as you wanted. But not the normal way by "Tank taunt and moves the boss", no! You had to steer him by dealing damage to the right target. Nothing to difficult, you might say. But as we saw, the audience was just crying and complaining about that "stupid steering boss" that was no big deal...
- Dark Animus: the idea is great with having many little adds at the start of the fight where everyone has to tank one of them to not getting destoryed instantly. Doing a little math to understand how you have to deal with the fight seems to be to hard for most players as mostly everyone complains about that stupid boss. Why is it that way?
On the other side, people cheer about a boss like Ragnaros hc (which is really great, don't think, I didn't enjoy that fight too), where you only had the stereotype mechanics "Spread, clump up, AoE adds, focus adds, kite meteor".
Is thinking outside the box really that hard so you cannot enjoy unique bosses the developers are working hard at making for us? (There are more bosses that are unique in its own way but not that special. Feel free to comment (or disagree) with that.)