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<Whatever> 7/7M 4d/w recruiting specific classes
The only problem with imp being a long fight is that he's not really an iconic or noteworthy character. Facing off against Deathwing and Arthas was intense and worth it, while imp...was just imp.
I would be pretty upset if blackhand was not a very long fight. The guy is decked out in heavy armor and is the epitome of a "tank". As a raid designer, it makes sense to have the last fight be the longest, that or stick one in there. On top of that, every single raid tier has had a very long fight, and some (ulduar) took it to the extreme.
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I think the reason imp was so basic was because it was the first raid of the expansion and they didn't want to over complicate the last boss of highmaul.
Mythic Imperator does have an outgearing cheese mechanic though. If you have enough gear and HPS to pump into the raid shield during the Chogall portion you can ignore basically all the mechanics of that phase.
Imperator mostly sucks because of the instant raid death mine mechanic combined with its length. Brackenspore is actually worse with this but that fight lasts 8 minutes, not 14.
It was not that it was long or difficult, it was that it took 10 minutes of playing a boring cakewalk minigame to get to the 5 minute real encounter of phase 4.
I'd rather have 4 intense minutes gettin my ass kicked than these 10 minute fights with
1 min.: not skippable intro dialog (lich king anyone?)
3 min faceroll phase 1 (lich king anyone?)
4 min not so hard phase 2 but potential wipe if somone is asleep
last minutes: overtuned phase 3, any individual mistake will wipe you
How can people find this entertaining... ?
Teamwork is essential - it gives the enemy someone else to shoot at!
I find it entertaining because you slowly learn each phase as a guild and figure out how to put it all together. And it feels good to finally beat it.
All the phases before test your focus. If you could just walk in and do only the hardest phase it'd be too easy and it rightfully wouldn't be seen as as much of an accomplishment.
I think they're going to retain this extended fight length for end instance/tier bosses. Seems to be completely by design to pump that HP pool up, for better or worse [usually perceived as worse]
It's one of the ways they choose to add difficulty to an encounter, like how some of those beta bosses were a pain or unkillable because of the purposely overtuned hp pools. There's different kinds of encounters out there, probably worth it to list all the categories, but here it's meant to be a "multi phase" "long fight". While dashing in a "one guy can wipe the raid" mechanic among other things.
As long as these double encounter lengths only pop once or twice an instance I'm cool with it
Last edited by MrExcelion; 2015-02-01 at 06:19 PM.
Every last if not most end fights of each Raid will be long. It's how it is. Deal with it boys and girls.
Long and short of it, multiphase fights are almost universally praised for their epic feelings, most people's favorite fights have multiple phases. It is also difficult to make a 'phase' meaningful without at least like 1.5-2 minutes of execution required. 5 phase fight? probably AT LEAST 10 minutes, or each phase is too short to feel like anything.
I wish there weren't but there will be. I personally get so sleepy during the first 3 phazes of Imperator, ugh. I almost detonated a mine the other day because I was thinking about something else it was so boring. Not a sensation you want to have in a video game...but I had it on fights like Death wing etc. Super boring 3 phases until the last part where you either fail or kill him.