I'm hoping that when a final confrontation of a story arc that leads to combat do happen, the fights will have variety.
For example one confrontation could be against a prototype gunship on the 69th floor of a building where you have to strategically damage or hack specific parts of the gunship. One could be against a stealth cyborg where you have to use the environment or implants to reveal them, like shooting barrels of oil so you can see their footsteps. One example coule be 2 heavily augmented brothers that shares a life pool. One could be a survival encounter where you have to set up turrets and drones and barricade yourself up to defend hallways and survive for X minutes.
There are so many elements to designing a well implemented memorable bossfight. Unfortunately, TW3 left me wanting in this regard. Bossfights with just mechanical skills / reflexes to beat it, is fine. Like Dark Souls. I'm just hoping to see some VARIETY!
I'd hate it for every fight to be a puzzle, or for every fight to be just a show of brute force / attrition. Balance is the key, having each such fight be a memorable challenge. Where (when metagaming) you'd start a new character and go "Holy hell my character will struggle against X if it leads to a fight".
Just throwing this topic out there to ask you guys what you think would be the right and wrong ways to handle it.
As an RPG, and knowing CDPR, there will probably be many ways to avoid it all. Still, when it does happen, it shouldn't just be a pure attition fight each time IMO.
For example one confrontation could be against a prototype gunship on the 69th floor of a building where you have to strategically damage or hack specific parts of the gunship. One could be against a stealth cyborg where you have to use the environment or implants to reveal them, like shooting barrels of oil so you can see their footsteps. One example coule be 2 heavily augmented brothers that shares a life pool. One could be a survival encounter where you have to set up turrets and drones and barricade yourself up to defend hallways and survive for X minutes.
There are so many elements to designing a well implemented memorable bossfight. Unfortunately, TW3 left me wanting in this regard. Bossfights with just mechanical skills / reflexes to beat it, is fine. Like Dark Souls. I'm just hoping to see some VARIETY!
I'd hate it for every fight to be a puzzle, or for every fight to be just a show of brute force / attrition. Balance is the key, having each such fight be a memorable challenge. Where (when metagaming) you'd start a new character and go "Holy hell my character will struggle against X if it leads to a fight".
Just throwing this topic out there to ask you guys what you think would be the right and wrong ways to handle it.
As an RPG, and knowing CDPR, there will probably be many ways to avoid it all. Still, when it does happen, it shouldn't just be a pure attition fight each time IMO.