Dragons. We all know them, and we have mixed opinions. On one hand, they are actually a great execution of a raid boss and are pretty fun to fight, but there are a few things which I must say about it.
Blast spam: This is the only attack I’d consider to be blatantly unfair. Unless you have spells or techniques that guarantee safety (like a barrier and running far away from it or construct spam, but mixed results regardless,) you get absolutely demolished by one. The fact it only targets one person, and the AoE this gets with higher level dragons, makes this busted.
I know what you’re all gonna say, Just dash bro, yeah, and what are you gonna do when each blast is the size of a missile when you’re fighting a mythical dragon, just 2 maximum are enough to kill you (sometimes they even one shot…) Not to mention some of the OTHER shenanigans you can deal with (lightning blasts chain stun you to death thanks to the constant soaked effect from the dark sea, even while fighting a weaker dragon.)
I personally think that the blasts should be either dispersed between everyone on the field in range of the dragon (more threatening to everyone, which actually encourages team play to spread out the blasts while at the same time making it fairer for those in teams, basically blasts would cycle between players on the field instead of just beaming one guy who may or may not be bait but either way receiving a royal one-sided ass whooping). The dispersion will occur with everyone in range of the dragon, not just on whoever is aggroed on it, which actually serves as more of a rework than a nerf for those who want to keep dragons the same strength.
As for effects, brother, tone down any paralyzing effect exclusively for dragons, because I saw my poor friend get stunlocked to death by a full-grown lightning dragon because he got clipped by one blast.
Dragon landing: When dragons land, they almost immediately go back up, which makes it so you can’t even hit most of one attack before it goes up, especially for that poor berserker crying in the corner cause he’s mostly close range ![]()
I would make the dragon wait a few seconds before taking off again at the very least. If you argue that this makes it too easy, then an alternative solution would be to make it have to use at least one ground attack before going back up, that way it stays on the ground and you have a chance to actually hit the dragon, even if the dragon’s making it dangerous to do so.
Another cool thing that could be added instead is an ability that is a devastating attack but can be stopped with a stun. Perhaps they could have one ability which locks them in place in the air while they charge a massive annihilation-type spell, but you can avoid it by hitting the dragon enough to stun it and force it to fall to the ground, remaining there for a few seconds while it recovers (like 5-10). This annihilation attack shouldn’t be big enough for any level dragon to map wipe, while still being punishing if you fail to stop them.
These are the two I have, but do you all have any other shenanigans you want to point out?