This is one thing I'd really love to have in Dark Souls 2, akin to Ceaseless Discharge and the ability to defeat him without depleting his health pool, in a pretty obscure method. It'd be pretty interesting if there were bosses that were simply too difficult to defeat normally, but in a puzzle-esque manner, you can defeat them, and possibly each way of defeating the boss gives a different reward of sorts, such as the 'easy' way of figuring out the 'trick' to killing a boss will relinquish his armor set to you, while defeating him the traditional way gives his soul.
Or in a less obvious way, imagine a boss that might throw a spear at you from time to time. We know that you can deflect large axes thrown at you at least, perhaps landing a finishing blow via deflecting the spear boasts a unique reward, such as a ring that increases the damage of thrown weaponry.
In a more obvious way, there are pillars that a boss is positioned on, and you notice that if you hit them enough, they begin to crack. Do this enough for it, the pillars collapse, the boss falls to his death in some way. Easy souls and progression, but a possible loss of his unique boss soul. This way some bosses have an easier method of defeating them, but it inherently offers less rewards, while other bosses have a trickier way to finish them off, but offers more.
This is the sort of balance I want to have with the bosses. Defeating them the traditional way is always an option, but variations of methods and end results would make it more enjoyable, especially in Dark Souls. That feeling I get when I discover something new even to this day in Dark Souls, I love it. Maybe you're on your second or third character of Dark Souls, never looked up a guide, and left yourself pretty in the dark. In the swamp, you get your plank shield, roll through the first illusory wall to grab the humanity, accidentally roll again, and all of a sudden, a new area you've never seen or heard of is ahead of you.
This feeling of discovering something new is something the Souls series does pretty damn well, I'd love to see it capitalized on in more than environmental ways.
Or in a less obvious way, imagine a boss that might throw a spear at you from time to time. We know that you can deflect large axes thrown at you at least, perhaps landing a finishing blow via deflecting the spear boasts a unique reward, such as a ring that increases the damage of thrown weaponry.
In a more obvious way, there are pillars that a boss is positioned on, and you notice that if you hit them enough, they begin to crack. Do this enough for it, the pillars collapse, the boss falls to his death in some way. Easy souls and progression, but a possible loss of his unique boss soul. This way some bosses have an easier method of defeating them, but it inherently offers less rewards, while other bosses have a trickier way to finish them off, but offers more.
This is the sort of balance I want to have with the bosses. Defeating them the traditional way is always an option, but variations of methods and end results would make it more enjoyable, especially in Dark Souls. That feeling I get when I discover something new even to this day in Dark Souls, I love it. Maybe you're on your second or third character of Dark Souls, never looked up a guide, and left yourself pretty in the dark. In the swamp, you get your plank shield, roll through the first illusory wall to grab the humanity, accidentally roll again, and all of a sudden, a new area you've never seen or heard of is ahead of you.
This feeling of discovering something new is something the Souls series does pretty damn well, I'd love to see it capitalized on in more than environmental ways.