I've been up late, because my creative mind is in top gear and came up with this example of extreme dynamics. How I think future HNM or "Uber" boss battles should be. I'd like to know what you think of this type of gameplay, if it catches your interest or not.
The first little quote was taken from Natenn's "Pro-HNM" thread which was popular, but hasn't gotten much new posts. So I decided to cater to the idea of making an HNM fight more difficult regarding battle tactics, so that if claimed, there would need to be constant focus by the alliance, or risk losing their claim.
Anyhow, here goes.
SOLUTION.
Alter Point C. so that it does a devastating effect when it reaches 50% HP (ensuring that all tanks, healers, mages and DD need to be topped off with near full HP to survive), instead of having it "luckily destroy you".
Mix Point A. with C. so that the win strategy changes on the fly, depending on what "Phase" the NM is in. This would force players to be on their toes all the time, raising the difficulty significantly. Have AT LEAST 3 or more of these "Phases" that would play out in a random order (very important).
The "Phase" shifting would occur at randomly timed intervals, to ensure that nobody loses focus, or that it feels too robotic. These timed intervals would also be a random amount, (such as 1, 3 and 5 minutes) and that order would never be repeated in a single fight.
EXAMPLE: Dragon Type~ NM
Phase 1: On the ground.
- The Dragon is highly susceptible to Melee Damage, but is Resistant to Magic and Ranged Attacks.
- The Dragon dishes out high Melee Damage and Enfeebles to the Front Line Jobs.
- The Melee and Tank have their work cut out for them in this stage. Melee needs to do damage quick, but not pull hate off the Tank and die. The Tank needs keep hate from the Melee so that they don't pull hate and get KO'd.
Phase 2: Standing on Hind Legs, Wings Glowing.
- The Dragon is highly resistant to Ranged Attacks and Melee Attacks, but Magic cures the Dragon or is reflected back to the caster.
- The Dragon deals incredible high AoE damage that targets a single person (hopefully the tank)
- The Melee have to get out of range quick, to avoid being KO'd by it's heavy AoE.
- The Healers have their work cut out for them in this phase. They have to make sure the Tank stays alive and is topped off to survive his massive beatings.
- The Mages need to HOLD nukes, so that the Dragon won't get healed/reflect damage to them. And possibly help out with cures and removing status effects~
Phase 3: Flying in the Air
- The Dragon is highly susceptible to Ranged Attacks and Magic Damage
- The Dragon dishes out Ranged AoE Attacks on random targets with no enmity table.
- The Entire Alliance would have to spread out, in order for their to be less damage taken as a whole. But not too far from the healers, so that they can still heal you.
- The Ranged Attackers and Mages get to work and blast him hard in this Phase.
- The Tanks and Melee position themselves so that if they get hit with an AoE blast from above, its not near other BUSY members.
Random Time rotation of Phases.
Phase 1: lasts 3 minutes
Phase 3: lasts 5 minutes ======= Section 1
Phase 2: lasts 1 minute
Phase 3: lasts 1 minute
Phase 2: lasts 3 minutes ======= Section 2
Phase 1: lasts 1 minute
Phase 2: lasts 5 minutes
Phase 3: lasts 3 minutes ======= Section 3
Phase 1: lasts 5 minutes
You can mix and match each section, and there would be countless possibilities for the Phases to be random each and every battle.
Adding this sort of extreme dynamics, would crank up the difficulty and make the fight rely heavily on focus, teamwork and coordination. Rather than it being just solely based on gear/stats/equipment.
And...
Point B. is irrelevant. Absolute Virtue was not impossible to defeat, just extremely difficult +3.