Funnily enough I was having a conversation with a friend about different types of boss battles and what would be really fun.

Having an enemy with rotating (but random) immunities would be kinda fun, this would include elemental, weaponskill, physical, magic etc resistances and immunities which would change during the fight but then we got to talking about 'mob psychology' (I guess that's the right term? I have nooooo idea. . .)

Mob psychology being that a mob/boss/whatever would react in a certain and random way to say a weaponskill by fleeing from the person who executed it, or running away from a party if it took damage too quickly.

It sounds kinda convoluted and complicated, but I'd like to see bosses added to the game where each fight is going to be totally different in a sense that you really can't predict what'd happen next.

I loved the complexity of some bosses in final fantasy XI but after you'd got the pattern down it was still the same fight over again. I hope 2.0 brings us something fresh, fun and worth going back to over and over♪