I could be challenging to come up with brand new interactive mechanic designs due to the amount of mmorpgs out there, but here is a couple of things that I don't see often and maybe IS can work with them.
1) Big raid bosses can actually deal damage when then fall on players due to injury. Imagine a dragon or giant boss falling on its ass and players that dont watch out get damaged. I would advice against predicted moments (75% of rd HP, 50%, 25%), just randomly.
2) Friendly-fire mechanic activation. Let's say that a raid boss design revolves around dealing big dmg by taunting the boss to slam onto some rocks or pillars. The rocks/pillars break, but if they fall onto the players, the players get hit big time.
3) Another mechanic could require the players to deal damage on a boss by activating some short of flame-thrower or what have you, some ammunition that damages the boss HP. Players should move out of the way or incur damage.
Anyway, the big item is that players might get damaged by more ways that big red circle or big cone attack, or any other attack.
Fights are chaotic and you never know from where you are going to collect a smack. Might as well build mechanics around chaos.
1) Big raid bosses can actually deal damage when then fall on players due to injury. Imagine a dragon or giant boss falling on its ass and players that dont watch out get damaged. I would advice against predicted moments (75% of rd HP, 50%, 25%), just randomly.
2) Friendly-fire mechanic activation. Let's say that a raid boss design revolves around dealing big dmg by taunting the boss to slam onto some rocks or pillars. The rocks/pillars break, but if they fall onto the players, the players get hit big time.
3) Another mechanic could require the players to deal damage on a boss by activating some short of flame-thrower or what have you, some ammunition that damages the boss HP. Players should move out of the way or incur damage.
Anyway, the big item is that players might get damaged by more ways that big red circle or big cone attack, or any other attack.
Fights are chaotic and you never know from where you are going to collect a smack. Might as well build mechanics around chaos.