Add a visible life bar for Bosses.

I think this would be a highly coveted addition to the game for one big reason; not knowing how close a boss is to death forces players who wipe to make a judgment call: revive or quit. It's not fun reviving in the middle of a boss battle only to wipe again without getting anywhere, not knowing whether the boss is almost dead or even phased, and it's just as frustrating to give up on what could have been a victory with just one more revive. A visible life bar for bosses would almost completely eliminate this, allowing players who do end up wiping to make educated decisions based on a bosses current health, and deciding for themselves whether it's worth trying again, or if they're even capable of finishing said boss off without another wipe.
I'm pretty sure Three Rings wants it to be easy for players to figure out exactly how defenses/resistances/enemy HP works and how much each enemy has, so this would be a nice step in the right direction.

HP visuals. I don't know about Snarbolax and Vanaduke, but the Roarmulus Twins and JK now have health visuals. JK's crown will get damaged, indicating the three stages of damage, and the Roarmulus twins get more beat up the more damage you do.
It's all I needed :D
If they don't already, I think that having something like that for the other bosses would be good. Health bars won't be necessary if those exist.
Definitely with you on this one. Specifically for Vanaduke, it is hard to tell how hurt he is. Adding a life bar makes decisions to revive easier, since you know how far you have to go. Would be nice for the other bosses too.
Kind of like the arsenal stations, a new way to encourage people to spend energy.

Everyone sign if you think this would be a good idea.
And yeah, visuals help, but those only serve as checkpoints. You still can't tell exactly how much HP a boss has remaining, making a judgment call difficult and risky. You're basically still taking a gamble with a precious commodity.

I agree totally with you.Only one thing it may glitch out and may even cause some lag (which would be bad for Vanaduke).

And the question is why? Why are players against what would be an incredibly smart and helpful feature, even one as small as this?

this game doesn't need it that's why... i am against this on the grounds that the current way of things it adds challenge by not knowing how much health is left in the boss.
OOO will probably do this anyway just to trick people into using more energy to revive

So you'd prefer it that players have to play russian roulette with the gun pointed at them?

Some bosses already have a visual, like psycho destroyer said.
Jelly King = Crown
Roarmulus Twins = If you can't tell by now, you're blind.
Snarbolax - He goes down so quickly you don't need one at all
Vanaduke - He's supposed to be a tough boss right?

Having HP indicators would be great, maybe not necessary but very nice, I would find this especially useful in pvp

It's good. I want to see the bosses life!

like the challenge is not knowing thats what i enjoy about bosses but it also tells who is best which i do not like the idea of.
-1
it may cause friends to argue which is what is great about the game,you dont need to, for bosses you can already tell whos doing best with out arguing

A life bar for bosses would make the decision to revive easier. In the JK fight thats not just about damage but healing aswell a life bar would be really useful. The challenge isnt not knowing the boss health, the challenge is the boss itself.

If ooo won't add a life bar visible for all players, how about a special armour set which gives you the ability to see a health bar above/under the enemies?
This would be one solution.

If we make it optional, like the damage numbers show option, that should satisfy both parties in this argument.

I've been meaning to suggest a line of trinkets that add indirect benefits to combat, like minor speed increase, ability to see hp of monsters, aggro reduction(stealth in a way), weak rear shields like the Gremlin thwackers have, and other ideas I failed to write down when I had them. It costs a Trinket slot which is valuable, but not an Armor or Helm(more likely), which would make it unused I imagine.

BTW why are there numbers that show our damages? I know it's useful to see how much damage one weapon does over another, but how much life do any monsters have? It's kind of weird to see how much a monster takes without knowing how much a monster can take. Just putting it out there....

In my opinion numbers are just to to compare the damage a weapon deals over another.
Also, with time, you should learn how much hits it takes to kill X monster with Y weapon, having an approximation of the health of the monster.

Agreed. I dont know bout u guys but id like this function not just for bosses but for every monster i incounter

It is the design of the game to be as vague as possible with regards to numbers
the more impersonal the statistic, the less you know about it.
I dun find it bad, experience counts I suppose. Like monster hunter.
In addition, i find that combat is messy enough and having a real bar or any form of indicator would just create more clutter.
I see your reason that you would like to easily decide to revive or not,
However I believe it is designed so you can not easily tell.
I believe this deliberate lack of concrete information was mentioned during the early months of the game.
ADDENDUM: Did not notice the post before mine, did not notice it was a necro.
NECRO!
But this has already been resolved, to an extent. Bosses now have a visual indication on their body to what damage phase their up to, and those that don't either don't need them *cough*snarbolax*cough* or have clear attack phases that will tell you, like Vana.

NECRO!
Vanaduke's armor's color changes slightly after each "mask" phase.

Snarby has health stages too. Noticed in a few separate times (and in some videos) where after the bell rings, he'll force himself back to invincibility after just 2 hits.
Not sure if just me or my connection, but yeah, what I noticed.

Snarby doesn't have health states, he just automatically turns invincible again if you do over 1/3 of his hp in one vulnerability phase.

its a very controversal topic so idk if this will ever be implemented.

Snarby: regains invincibility right after you hit him when you've done enough damage.
Royal Jelly: Crown cracks, then breaks.
Roarmulus Twins: Look more destroyed as you do more damage.
Vana: Switches between phases.
Seriously, I used to play Monster Hunter and see this kind of topic all the time. If you need a health bar to fight a boss, you doing it wrong. To use an old, time tested MH phrase: "Hit it till it dies, don't get hit"

very funny Ndogten.
i guess your right that not having a health is a whole mental challenge of if your going to win or lose. i think this feature in the game is actually good. i wasted 300 energy on jelly king once and didn't know his health bar. i kept dying and i felt without hope. i gave up by 300 though lol, so i guess this feature in the game is a plus, it makes the game more challenging and it makes players either face the challenge or run from it. putting a life bar i think would make it easier to decide to go on or not, so i wouldn't want to put a life bar cause when in battle, most things are uncertain. unless there is a glitch in the game, "Hit it till it dies, don't get hit" should work. a bug for example would be roamulus twin when they rarely in the past would not hit each other with their missiles.

If it costs you 300E worth of revivals to defeat Jelly King the issue is your own, not the lack of a visible life bar; the battle is still the same in either scenario, the only difference is one shows health remaining. Combat is unaffected by this feature. All visible health bars would do is show how much damage the team needs to deal to the target to kill it. This means absolutely no effect on how much damage you do or how often you are killed as it only functions as an indicator.
The Roarmulus rocket issue occurs if the rockets make contact too early in the cooldown to restart its vulnerability to the rockets. For example, during the laser stage rockets will still make contact with the turret being hit by a rocket but only collapses after the laser animation completes.
i totally agree with u it will help all of us.
sometimes u dont know if the boss is close to death and u dont know rev or not so thats a good idea.