** Some Spoiler below : stop now if you don't want to be spoiled **
I personal concur with OP on the issue of dissatisfying boss fight design given that it is a very compelling and incredible game (so we set the bar higher here); especially I also agree the Kayran fight was like - oh boy here's the boss of ACT 1 - too much expectation but once you've done it - that's it? or what the...how the hell do i beat this thing?! We have full of threads on the gripes of the fight, I'd like to share something in my mind a suggestion that personally for me and maybe for some too, not for all, just can make the Kayran fight better. And for the very low probability this will be read and for the high probability this is already thought of, still I want to blurt this out.
Kayran fight suggestion:
- what we've got: Kayran trap that can be completed in a quest, a poison shield also from a quest, a sorceress helping us, a book about Kayran that can be bought, our friends: Melee (Vouche), Mage (Triss), so we make Zoltan range
Suggestions.....
a) Improve the phases in that fight to make it more satisfying and clearly define the phases
sample Phases:
a.1) Lure - luring the Kayran from a lair to the fighting area you decide when you place the trap
a.2) Trap - trapping the Kayran either with SIle or using the Kyran Trap
a.3) Fight 1: Weakening - first fight that, if brought to a certain life triggers the scene and puts the phase to a.4
a.4) FIght 2: Killing - finally killing the Kayran
b) Put in decision trees involved in the Boss Fight
sample:
b.1) Decisions involved in phases:
Lure - how will you lure it? ah... you read the book approach? you use brute force approach go in and use ard, run, etc.either by yourself or use a companion? Where will you trap it - say you have that river going all the way down to where it is the game, we can put some tactical help there depending you want it to fight range, melee, depending on companions
Trap - you use the Kayran trap if you have it? you ask the sorceress to trap it by telling her where to (so you have to lure the Kayran and kite to). Or you don't trap it and go to Fight 1 phase but the Kayran comes out stronger and has a possible consequence to bring down one of your companions
Companion decisions - pre quest, you approach your friends - help me on the fight (bring one) or none. (ie just you and Sile, or you, Sile, Vouche or you, Sile, Triss (Grumpily if you can convince), or you, Sile and Zoltan, etc.
Other decision points
- in Fight 1: it takes you too long to bring it to a certain level, Sile won't be able to hold it any longer, suggest what you do (you put on the Kayran trap and say let's lead it there)..or the boss fight punishes you by strucking a companion, you decide to continue or exit (try again. Some boss fight should not be linear - meaning you can exit and fight again. This may go tradition but Witcher 2 broke lots of ground who says we can't do this.
- in Fight 1: say your companion is hurt and you have a choice go and save him/her and ask Sile to distract and let the kayran go from the trap. Consequence: Sile agrees but gets mad won't help you next time. You managed to hurt the Kayran so it's still possible to kill it at its lair by your own or with another companion. You decide to proceed with the fight (Sile urges you) and you defeat the Kayran, end of boss fight. Companion is hurt and opens up another quest line. This decision point happens if you have the fight too long caused by too little damage due to level or no preparation, etc.
- in Fight 2: using the fallen pillar to finish it off should just be one option (one of your companion shouts - "Climb the pillar and bomb it..hurry!..." (Bomb what bomb? of course if you read the book and prepared it in advance...but in the game just happens you have that (sigh) Sile says - "No...distract it give me time I can call on a powerful spell..you distract and hold it off... and you both kill it. Or if you fail, you go to the pillar and bomb it. Or too late, we have to go then you go to the fight again by your own but you have wounded it.
c) put in exit scenario in the fight
Sure fights like Letho where you can't run is understandable but for fights like Kayran, a mix of a boss fight where at first you are clueless, then you should be able to run and fight again another day but with consequence (such as above). This is for those who rush or accidentally got themselves to boss fight but not ready yet. We don't want the boss fight to be blockers and end up with, some that may feel ..I sort of cheated to get out of that scene or... I lowered the difficulty... or I went to YouTube - well you get what I mean.
d) One boss, One Kill. Many ways to do it.
- put more subtle boss-fight winning strategies clues in the game but still the it is up to the player how to tactically use them and with a choice to use them or not. Or hey, I got uber gear, I'm uber level, I'll use brute force. Still that's one way. It also allows different players a chance at least to get more clues and for enhancement to build up a sense - it's a BOSS FIGHT, I have to be ready and invest on knowledge. Like doing more quests brings more info or like if you are the friend of certain faction they can advise you differently. Or you are an explorer you found its lair in advance through exploring you notice that it is sick and a clue to where you can hit the tentacles. Or if you brought Triss along she observes a weakness - Go for the soft spot on the tentacles. Or you bought Minsc and he shouts "Go for the eyes Geralt! Go for the eyes!!! " you go for the eyes...
In short for satisfying Boss fight aside from obvious case like Letho, or the Operator (which was optional), one can hope for a variation that involves below in the Boss Fight Design:
a) Phases Clearly Communicated to the player and that GOES UP (not down) in challenge per phase (very difficult fight but very simple QTE then computer takes over the kill = unsatisfying for me.) (one sample final Dragon fight, running the stairs up was one phase - it's clear. In Kayran, after the tentacles, whether you get to ride one or not, was not clear but depending on quite some factors. Then to go up that pillar or not, again not clear since you don't know even that you can bomb it...
b) Decision Trees can be integrated before, during and after the fight as well as "One Kill but Multiple Ways to do it" can provide higher satisfaction to wider audience.
c) Put more clues to educate but not directly spoonfed the player as well as build up the tension towards the fight and allow those who fail, to try to seek them. (I carried my Kayran quest trap towards the end of the game - can't dispose of it, tried verrrry hard to get it but found I can win w/o using it since it took a while to figure out where to use it - I actually placed it in my quick slot for usual trap.) Again it's not about Easy or Hard to beat, it's a feeling of satisfaction and sense of immersion towards a crucial point of story; given the quality expectation one has of what Witcher 2 did bring to the RPG genre games.
Anyway just my two cents. I'm sure with such passionate gaming crowd, rants, criticisms (positive, negative, neutral...) all lead to a better game and if we have more of that coupled with some suggestions here and there... well I'm sure we'll end up with a more incredible TW3.
You still here? wow - thanks for reading. Just wanted to let that off my chest. Enjoy the game. :)