Boss health bars...
What do you know? Yet ANOTHER thread on boss health bars!
I doubt anyone will comment on the old threads even if I tried to revive them, so I just made a new one. Yes, I know there are old threads...
SERIOUSLY. Anyone who has read the General Forum recently will know that I have just finished yet ANOTHER lost solo fight with JK. 75% of the time, I wasn't even sure if I was hurting him at all. Yes, I did around 250 damage in each assault, yes, he healed 38 damage constantly. No, He didn't die, and neither could I tell if he was EVER going to!
Read this, I explain with more stress there..: http://forums.spiralknights.com/en/node/21814

I feel for you buddy. felt like hurling the mouse at my cat the other day doing that.
C'mon devs, this idea is REALLY necessary! Well, maybe not, but I may rage-quit one day...from over stress...or it just makes it more fun because you realise how close you were to beating him, so you try again.
At least have a visual that indicates that he's dying or something. Grow smaller, get bubbles in him, slump over slightly like he just deflated...I need to know when he will die!
Favourite is still the traditional Health bar...

naw i find it more challenging the way it is now

How is it more challenging without a health bar? If anything, it makes it more fun, knowing how far you've gotten or how well you're doing.

because you dont know how much u have to go thats the best thing about SK bosses
when the boss is low on health everyone rushes him through all pain to defeat it, without it people arent sure how much they have to go thus its more of a challenge and more rewarding mentally when you defeat it

Arguably, it's more mentally rewarding because you think of how far you've come and what you've got left. Still a triumph either way...
It doesn't make it any simpler. Beating the boss will still be as hard as it always has been.
Also, monkeyman, your theory that everyone will just rush in is a double edged sword, preferably not the calibur, I don't want negative comments on the calibur...
AHEM. What I mean is, if you rush in, regardless of damage etc etc...you could still be hit by something that you didn't notice due to your haste. Thus you would still die. On the other hand, if he was low on health and the dude decided to try and play it safe, he could still die because he's not doing any damage, and the minions are still after him.
The health indicator is just to allow people to have an idea of how far they should push themselves and how to go about it, and even if you DO lose, then you can reflect on how far you got.
Personally, I find it a lot better to be able to say: 'Dam. I was THIS close.' than having to say: 'Crap. I lost AGAIN.'

How about a compromise? A full health bar for the boss whihc goes up and down (healing and damage) until the Jellly King reaches 50% health, in which case the bar dissapears completely and doesn't reappear for the rest of the fight. What do you think?
You'er always coming up with a compromise eternity. XD
How about at 50% it switches to a visual, where the boss gets noticeably stressed or whatever. Snarbolax could seem to limp, Roarmulous are spoken for, JK could do any of my above mentioned in my previous posts, Vanaduke? Don't know about him, haven't played him. Battal damage perhaps?

I never do RJ alone and i usualy beat it.

The visual indicator for the Jelly King could be bits og him falling off? Like someone is sccoping bits of him out?
And Tuhui, what has that got to do with Health bars for the boss(es)?

either way i still find it better this was, i'd rather not leave to haven knowing that i was so close to killing the boss but didnt have the energy to revive.
ignorance is bliss as they say
Possibly it could be a part of the settings? Like they have advanced graphics setting, this could be part of the damage display settings.
If you think that 'oh my god, why bother, everyone's gonna put it on anyway', well, look at auto-target. Technically speaking, everyone would want to use it. I don't cuz it messes with my aim for when I need to hit something as a part of my tactics.
Ignorance is bliss, but not knowing will leave you with an incomplete loss. Even in the great wars of the past, indicators of your enemies strength before and after you lost would be apparent. As such a counter-attack and revenge battle would be easier prepared for. The only ones with any indication are the Roarmulus, but I still haven't beaten them.

I don't think a health bar is necessary. Jelly king's behavior indicates its status - if it's just chilling around and purple, it's not hurt. If it turns pink for a short while and spin, absorbing the mini jellies, it's a bit hurt. When it turns pink and spins madly around, it's really hurt.
If you can't see the next stage, you're not dealing enough damage.
I think what held him back for me was the fact I had stuck a curse vial on him. Then I couldn't tell what, or where he was at.
Just a clear indication of where he is at would help me actually think about what I'm doing. I've heard of at least 3 people who have been in a team fighting JK who revived with energy, only to find he died the moment he got back up.
Once he just spammed hi own spin attack. I hadn't even done much damage yet.
Eventually OOO will make it, i just got a little feeling they will. Pretty sure theres gonna be a crudload of topics for theese.