At the moment, combat in Wynncraft is very solo-based, and I don't like the fact that you can decimate endgame bosses in under 10 seconds. In my opinion Wynncraft needs actual super-hard bosses that are near impossible (or completely impossible) solo. @Novalescent already has a great suggestion on world bosses, this approach on raid battles is a bit different. Another issue that I wish to be solved is the lack of combat challenges and bosses in Gavel (and Gavel in general but let's not get into that now). Gavel has three boss altars and corrupted dungeons, which are literally just Wynn dungeons with corruption, making them scream "WYNN PROVINCE" even more. That's why I suggest: Gavel Raid dungeons! What would they be and how would they work? Raid dungeons would be dungeon-style hard boss battles that require teamwork and multiple people to defeat. Once meeting the entering requirements and walking through the entrance, like with regular dungeons (see entering methods below) you get straight to the boss. A raid dungeon would only include a boss battle, nothing else. All of the battles would be unique with different mechanics and gameplay. Once the boss is defeated, you get teleported out with an XP reward and boss drop rewards (see rewards below). Gavel has left many storylines unfinished, and many of those battles that were never fought can be introduced as raid dungeons. These include The Grootslang, Dullahan, Orphion and even the never-implemented Mortal Mountain. Also the Dern Beast What would a raid battle be like? They would all be very different, but I've come up with one idea how a Grootslang raid battle could work. Spoiler: Grootslang battle The Grootslang, level 60 Requires quest: "The Worm Holes" HP: 110 000 Damage: Earth, Water Defense: Earth, Water Weak: Fire The arena would be a circle, where there are 9 spots where the Grootslang can surface from under the ground, 8 on the edges, one in the middle. [Can add a picture of the arena when I have the time] The Grootslang will move underground, showing particles of its movements and damaging players above it. When it comes through the ground and its head pops up on one of the said locations, the Grootslang is damageable. During this time it will use spells like Wave and a spell similiar to The Eye's barrage attack, this time also inflicting a weak 100/3s poison effect. After a few seconds, the Grootslang goes underground again and pops up in a different location. Grootslang eggs constantly spawn on the arena, hatching into weak Grootslang newborns. At certain HP intervals, the Grootslang will circle around the arena, dealing high damage and only making the middle safe. When the Grootslang is at a lower HP number, it can sometimes move overground from one spot to another, dealing high damage. Note: This could be very hard to implement, for this attack the Grootslang could only start it from the middle, this would cut the amount of animations needed to be built down to 8. This was just a quick idea I came up with, there are surely many that can think of better and more fun designs for bosses. All raid bosses don't have to be stationary like The Eye, they can be normal mobs aswell. For example Dullahan would be much better that way. Now, let's look at different entering method and reward ideas: Entering methods For these, I have three different ideas: 1. Key guardians Same type of key guardians as with regular dungeons Pros: We know it works and is balanced Cons: Too many different types of dungeons items are already clogging banks, too many different dungeon guardians already exist 2. Time limit A raid could only be battled every 1 hour or so Pros: Could balance XP gains I guess? Cons: Hard to re-attempt raids, raid parties couldn't be a thing 3. Run limit Being able to run a raid, let's say 2-3 times a day (dungeon bomb removes limit) Pros: No dungeon guardian/key overload, good option for raid parties Cons: People might be able to run too much without bombs? The limit can always be adjusted. Rewards The XP rewards from raids would be greater than those of regular dungeons, making them a possibly better option with large groups. For item rewards, I have two ideas: 1. Random item drops Pros: Easy to implement, doesn't take up too much bank space Cons: It can be infuriating to run a raid 10 times and not get the item you want 2. Dungeon shop Pros: More choice over what you want to get, balances more rare items Cons: Dungeon items fill up the bank Spoiler: Thoughts about this and corrupted dungeons At first I thought that adding this would mean the removal of corrupted dungeons or turning all of them to be endgame, but that really isn't required. This and corrupted dungeons would work as alternatives on gaining XP, but some problems would arise if both were to use key guardians. Extra: Az and Ek Spoiler: Extra Some of you may know about the two hidden runes in the Wynncraft texture pack, the Az and Ek runes. Here's something I thought about, even though it would just be extra fetch steps: The two most important raid battles will most likely be Orphion and The Dern Beast. So, why not use the two unused runes on those two, respectively? You would need Az for Orphion and Ek for the Dern Beast. That's it for now, please post your opinions and ideas to improve, I know it isn't perfect yet.