Since there has been words dropped about SE shaking the encounter formula a bit for the upcoming expansion, I did reminisce a little on older fights, and while most of them are essentially one boss in the middle of an area, mostly with edges to fall off or a death wall in earlier fights... well one of them was phantom train.
For those who don't remember or haven't played it, Phantom Train is literally a whole saga contained within a fight:
- The party starts on a (long) platform car followed by the boss (the locomotive), trying to kill the players and bumping into the arena. It summons ghosts periodically among other mechanics, and if any player touches one of them, they get transported into a passenger car to have a duel with said ghost.
- The boss eventually goes away and comes back on the side on the other track, and belches out a horde of zombies that the players need to mow down with AoE.
- The players then proceed to use a puddle leftover by the zombies to jump on top of the train and run all the way up to the chimney that they can blow up to remove a good chunk of HP from the boss.
- Intermission phase: ghosts spawn on the main platform and each player this time is forced to get transported into a passenger car to fight it (in savage, different ghosts to pick for different roles).
- Back to the platform with the train coming from behind again and doing more involved variations of the very first mechanics.
Why is this good? Well, besides being back then a very chaotic fight with players that can get snatched by ghosts left and right, or being pushed over the edge in savage, this is probably hands down the most creative fight ever created in this game. The sheer amount of unique things happening, and phases, is mindblowing when we think about it.
Imagine if every trial and raid fight was a whole story like this, instead of a boss facing the player from A to Z with little variation?
I'd love to get more of this, it was wild.