» Wed May 11, 2016 3:46 pm
I agree that the main culprit is the overuse of animations and lack of unique movements, abilities, attacks, or defenses.
Where I disagree is that these things would be tied to the main quest or fringe quests. I feel most dungeons could be just as they are now, with a few exceptional dungeons being maybe a bit longer, have more deep puzzles and traps, have harder enemy types, and then have unique bosses at the end.
One of the solutions to making more unique boss encounters could be to cut down on dungeon quantity as a whole, which I'd entertain might be worth it. I was never one to explore every dungeon in the game anyway, so having maybe 40 - 60 major dungeons wouldn't bother me, as opposed to like 150 dungeons. Of course, outside of dungeons, we could have places like forts, caves, temples, mines, ships, and all of these places could function more like traditional TES dungeon experiences. Maybe even a few of the smaller dungeons would be like prior TES dungeons, but I'd like a bit more emphasis on quality, at least amongst the harder dungeons. Some should be quick experiences that one can get in and out of, but others rightfully should take hours. There should be something there for players who like delving into dungeons for hours, and those who like quick romps, and something for those who like unique, freaky bosses, and those who prefer more like the traditional style for TES.
I wouldn't expect a boss from every dungeon but just maybe one unique boss out of every 5 or 10 dungeons I go to would be nice. Then they could just supplement the unique bosses by creating other boss encounters that are more like edited versions of regular creatures, like a giant mudcrab, karstaag, etc.
Hell, if sailing were in TES VI, they could even do a boss encounter in the form of a ghost ship which could be super hard to deal with.