118928-suggestion-relevant-world-bosses

== Content ==
			
So as most of us are well aware, the usual content churn is a never-ending battle and because of how relatively new Wildstar is, that is a tough battle to fight.
 
So here's my suggestion to help with this process, and all things considered the implementation of it should be relatively simple given most of it is already in the game.
 
So, to make world bosses relevant once more beyond attunement (which hardly even made them relevant, as is) as well as help end-game content, here is what I'd think would work:
 
1.) Give them a loot table that consists of viable gear, and other fun things. Perhaps better itemized slightly stronger versions of dungeon/adventure gear. This level of gear was talked about with Protostar games, so this would be an excellent chance to expand upon it. Décor relevant to the boss or zone, vanity items (costume helms or chestpieces, etc.) and rare mounts would be excellent for these, giving people beyond this level of gear continuous reason to do these bosses. The mounts don't even have to be anything new, it could for example be: Dominion mount chance from Olyssia world bosses, Exile mount chance from Alizar bosses. Could be recolors of each mount. Vanity items are key for retaining them as relevant content beyond gear.  Dyes, maybe. Think outside the box on this one. I cannot stress enough the importance of vanity items.
 
2.) Scale them properly for 50s. Make them dangerous. Right now most of them are a joke to do and just take a hell of a long time to kill if you don't have that many people - generally, you don't - with a few exceptions like Kraggar and the craziness that is Defensive Protocol Unit because it summons a good 50 Eldan constructs still. They need to be interesting content, give a little bit of a challenge but not to the point you need a raiding level guild to do it. Make mechanics scale to numbers, as well! Put a debuff on someone that does more damage based on how many people are near them, cause mind controls based on the number of players near the boss! A little more than dodge the red and interrupt which is what most world bosses currently boil down to. Retaining the low level participation, however, would be nice - though in the case of the game as it currently is it would be advised to make a 50-relevant world boss system a priority as the lowbie population hardly (if ever) organizes for world bosses anymore.
 
3.) Revolve weeklies around them. Don't make them the spam-kill as they're up bosses! You absolutely MUST avoid this in order to make these not just more daily content. Make a weekly quest asking you to kill two, maybe. Elder gems are a nice reward as you guys did with OMNI-Core 1. It doesn't just have to be Elder Gems though. Maybe a choice between those, vanity (like décor, randomly selected perhaps?), or just cash. Plenty of incentive to go kill these guys regularly without making it a must nor a daily routine.
 
If anyone has ideas to make this suggestion even better, feel free to mention anything. I am by no means a genius at MMO-based content. But I feel like this would be a great and major step towards helping the game give its level 50 population more things to do.
 
I feel like the strongest reason this would be an excellent solution is because the implementation should be relatively easy.
The bosses are already in the game.
If not adding new abilities, you're only scaling damage.
A lot of the assets to make them relevant are in-game.
You're only editing the loot table.	
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			I like this idea! When doing attunement, it was a huge chore to grind all these giant piles of health with no real reward or enjoyment in the fight. Adding things like housing decor, costumes, or mounts to the drop list, and making the fights actually fun and challenging would be a huge incentive. I can see your point about them being a daily farm, kill or miss out thing that people might get annoyed at. Maybe attach the fun rewards to the weekly quest reward? 	
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			You're right on the not a daily farm thing! I totally forgot about that. Yes, all the rewards should definitely be tied to the weekly quest or cooldown, so that they don't wind up being constantly farmed/people feeling like they have to farm them. Maybe only the one or two bosses that the weekly is for will drop loot once that week, and then the weekly quest is an additional benefit.	
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