Lets rate boss's.

How much fun are the 4 current boss's to you on a scale of 1-10? I'd have to say.. Snarbolax: 6 out of 10. Fun, but for a pro like me too easy. Possibly the best T1 boss they could have made. Rourmulus twins: If your the switch man, (which I usually am.) 8.5 out of 10. If your not, 7 out of 10. Man, after getting the bomb and both guns, this one grew on me. Quite fun if you win. Jelly king: 6.5 out of 10. If you loose, this sucks a lot. If you win, then your like hey, I won! Not as fun as RT to me. And........ Vanaduke: 8 out of 10, excellent if you beat him, still fun before you die if you don't, Vanaduke is great fun. I've beaten all the boss's, and hoping you'll take the time to say what you think of em. If you haven't beaten them all, then rate the ones you have.
~Rangerwill~

You just said what I was thinking during this post lol. Thanks for commenting and agreeing with me.
~Rangerwill~
I agree that Snarlbolax starts fun but gets really easy. I think the twins are too easy in that I've never gone and not beaten them from the get go. The most annoying thing about the twins are the levels before them cause i tend to lag a lot in them otherwise the levels are really fun. I think that Vanaduke and the Jelly King are the best and most fun even though Vanaduke is WAY easier than the King. To give number ratings, Snarl 6.5, twins 5, jelly, 7.5 and Vanaduke 8.5. Personally I find things that are difficult more fun than easy cheap things. Vanadukes levels were really fun at first but like all levels become so repetitive and boring. I hope in the future we can get some more difficult bosses and more elaborate and maze like levels.

?.? Vanaduke easy? I just beat him for the first time yesterday. Lol. After doing it a while it must get easier. Yeah, some more boss's would be quite nice, though I'm focused on annihilating people in PvP currently.
First time I fought Vanaduke I was in a group with 2 other people who had never fought him and one guy who had. He went on and on about how you NEEDED to watch the youtube video to beat which everyone in the party but me wasted 5 mins doing. They got pretty pissed at me since I told them I'd figure it out when we got there. When the battle came we beat him. I died a couple times and had to use one ce rez. Suffice to say he didn't live up to the hype and wasn't too hard to figure out how to beat. I fought the Jelly King 3 times before I beat him the first time. Jelly King by far hardest boss. Vanaduke, eh way off second.
Snarby: 5
JK: 3
Roarmulus: 7
Vanaduke: 10
Also, lol at the Jelly King harder than Vanaduke comment.

If I had to translate boss combat into RPG stat checks, I'd say
Snarby: Intelligence
JK: Strength
Roarmulus: Agility
Vanaduke: Endurance
That leaves Wisdom(Undead?) & Charisma(Fiends?).
I'm going to rate the levels and the bosses, so level/boss rating cause I have different feeling about their designs.
Snarby: 6/4 - Great atmosphere in the levels up to the boss. The boss itself was really fun the first few times but after that I really don't feel have any urge to do it again. It is perfect for T1 players, but for anyone else there is just zero challenge.
JK: 8/3 - The levels leading up to JK are fun, I like the multiple arena feel and each room has its own flavor. JK though, rush him till he's dead... really no skill involved. Fortunately it is usually over in a minute or two.
Roarmulus: 3/6 - The depths prior are tedious. I just don't care for the barrage of constructs, wish there were more gremlins. I even got a Graviton Vortex in anticipation >_< The twins battle would be rated higher if I didn't get frustratingly stuck for long periods of time waiting for them to get out of sync properly to hit each other. If there was some way to aggro them it wouldn't be so annoying. It is still unique though, and amusing.
Vanaduke: 9/10 - I've beat him almost 40 times now and still come back for more. Zombies en masse are so much fun to obliterate. The rooms have a good balance of overload and difficulty. The long boss fight requiring strategy and teamwork is awesome too. Make more like this :D

Snarbolax: 6/10: A very nice introductory boss. The atmospheric qualities of the level add high marks to this stage. The presence of constructs in these woods is a question mark to me.
Royal Jelly: 2/10: The music can get annoying. The stage feels very generic for a special level. The boss requires the right equipment more than it requires skill.
Roarmulus: 8/10: Fun stages, great boss.
Vanaduke: 7/10: See Roarmulus.

Snarbolax: 4/10. Too much time spent waiting for Snarbolax to do something other than zip around the room. Having the way to damage it not be obvious if you don't already know really isn't a good introduction to bosses, either, which the only tier 1 boss ought to be.
Royal Jelly: 2/10. In a game where every single other spot is built around not getting hit, a zerg rush level is too incongruous. It's too dependent on getting everyone to attack properly, with too little room for player skill to matter.
Roarmulus: 6/10. The most notable thing is the camera view that makes one think, why can't I have that camera view elsewhere?
Vanaduke: 3/10. The idea behind it is all right. The execution, however, is just awful. The battle is all kinds of buggy, including multiple bugs that make the fight uncompletable in certain cases. Fix the bugs and it would get a higher rating. But still not a high rating, as "see if you can randomly guess when you're about to get hit by something off the screen" is not an interesting game mechanic.
If you want to talk about the levels leading up to the bosses:
Gloaming Wildwoods: 8/10. Solid level design without any glaring defects.
Jelly Palace: 7/10. Nothing flagrantly wrong, though it does get rather tedious.
Ironclaw Munitions Factory: 3/10. See if you can randomly guess what is about to shoot at you from off the screen does not make for an interesting challenge. It does seem to be the main theme of the levels, however.
Firestorm Citadel: 7/10. Nice enough level design, though like Jelly Palace, it's too long. Zombies are awfully easy for what is supposed to be among the game's hardest levels.
snar- Intelligence
rt- timing and foot work
jk- speed and focus
vanaduke- all your skills from pother bosses and battle combined

I haven't gone past T2 yet, but:
Snarbolax: 6.5/10. Good first boss to start off with. It could be harder, but then it wouldn't be a T1 boss.
Roarmulus Twins: 9.5/10. I just love this boss and the skill it takes to kill him. My only gripe with this boss is sometimes the turrets line up for a while. This means it takes forever to get one of those missles to hit the other turret.
Royal Jelly: 1/10. It seems that you have to die in order to kill him. This makes royal jelly the biggest energy sink in the game. The premise of royal jelly runs counter the methods used in the game so you usually get team mates playing defensive and not contributing at all to the fight. You need to bring better armor and weapons then you would ever consider running T2 with. If you have the wrong gear then you auto-lose. The battle partially depends on luck as you need poison and curse vials to kill him. (if the enemies before don't drop poison or curse vials beforehand you're going to turn around at red carpet runaround.) Very very bad.
Vanduke: Never got that far.

i want to fight vana....but
Snarble--i rescind my vote, as i fought him after i had reached T3. I didn't find it fun to hack-n-slash mindlessly thru the stage and thru him. i can't give a good asessment, he wasn't made for me. He was made for T1.
Jelly--7/10. Sure, nowadays he's a 5/10 and his palace is a 6/10 a four on fun and an eight on necessity (a little less since crowns/heat was reblalanced). So averages out to a six. But its easy for everyone to forget what he was like BEFORE you grinded him 1 million times for Sealed Swords, Antiguas, and crowns/heat. the first time, the jelly palace is incredibly novel, and the fight, you have to stop and some veteran of numerous battles explains how to use vials, bum rush, and if you don't get it done ASAP its all over. It was fun, new, and exciting. Sure its not quite as skill required as it could be, but it was an experience. (less so the 50th time).
Romulus--7/10. I'm not quite as down on this as most people are. I think the stage is a fairly neat design, i didn't like it at first, but after running it solo a couple times, i appreciate it. Its, again, novel and has interesting mechanics. Its gains a few bonus points for being a change of pace from the other dungeons. sure, i'd like the game less if every dungeon was like the munitions factory, but as an outlier, its pretty neat. The twins themselves, i agree. More fun if you work the switches. Can be annoying when they simply won't cooperate. i like that it involves more skill than jk.
Vana--??/10. Alas, more poor macbook laptop seems to struggle to keep up with many arenas and stages (including FSC!!!) strangely, i don't lag hardly at all in IMF, which everyone says is lagtastic! But in FSC... laaaaaaag. Or perhaps its just more debilitating b/c everything can kill you soo much easier. At any moment, my music may stop, my screen freeze, and then its a guessing game where i'll be when everything comes back too. I haven't tried it since the last update, which i think made some graphics changes to alleviate some lag? I've currently been rebuilding and upgrading all new weapons and am just about ready to give it another attempt.
(my first attempt i felt guilty as i lag died over and over while my guild valiantly carried me on)

jamesek -
vanaduke- all your skills from pother bosses and battle combined
**********
Captain Planet?

Snarby-6/10 good for newbs. Boring for pros
Jelly-3/10 Too generic
Twins- 8/10 It was fun!
vana- never done it
Snarb: 5/10 Nothing more than spike and stun attacks. Should be slightly more difficult (why not add minions to introduce Tier 2?)
Jelly: 4/10 Difficult for starters, but once you get the hang of it, it gets way too easy, especially with advanced armour.
Twins: 9/10 Loved the boss moves they had and loved the teamwork required to win.
Vana: 8/10 Epic. Didn't win on first try, but I could tell it would be a long and worthwhile struggle.
For all of them, unique soundtracks would increase the ratings.
Haven't been able to beat the Jelly King yet.
And I can't even make it to the Roarmulous Twins, the stages leading up to them are just stupidly hard. A lot of it ends up being dumb luck.
Snarby is fun... Sure he's easy, but he's a fun boss to start out with. He's not too hard and shows you from the start this game is not about damage, it's about stragety and blocking.
Jelly King is way easier than you all make it out to be. I generally kill him in roughly 30 seconds with a friend of mine... He is very hard if you go in 3* and 4* which is nice, considering he is a t2 boss. A boss should be hard if you are wearing t2 equips, he's a BOSS.
I like the Rom twins, the levels getting to that boss are harder than the actual boss, which isn't even that hard. That's pretty disappointing. I was expecting a really hard boss, sort of hoping, but when I got to them I realized it's just a simple switch boss. ALTHOUGH, I really like that there is more to this boss than hit block dodge. I hope they make more bosses like this one, but harder.
Vanaduke... He's a difficult one, that's for sure. The most fun I would say, levels and boss. Killing this guy and trying to kill him using new equipment, like shock and poison status swords and etc, are what keeps me coming back. Well, that and the insane heat that FSC provides.
All in all, I enjoy the fact that each boss requires different equipment. Honestly, how boring would this game be if you used the same 2-4 weapons for every boss? I would have quit long ago if that was the case. I like the direction this game is headed and I really hope they keep on with the updates they have put out. As long as they keep pumping out updates in the direction they are headed, i'll keep supporting the game every month. Sure I don't have to, but this game is more fun than most games i've played on the computer.
Don't really like assigning numbers to any of these, so I'll just post my thoughts.
Snarbolax - I think it's really cool that he follows you around the level, and the boss fight is interesting the first time you do it. But it's a pretty piss easy fight at the end of the day. Kinda cool, but the novelty fades quickly.
Jelly King - The fight is pretty exciting and challenging, but there's no real strategy involved. Just brute force.
Roarmulus Twins - This fight is awesome..... once. Once you figure out the strategy, it's no longer exciting or interesting. Just tedious. It's the kind of boss you might encounter in a console game, and honestly I don't think it's well suited to a game like this where you are expected to kill the boss multiple times. It's not poorly designed, I just don't think OOO really thought about what kind of design was appropriate for the game they were making.
Lord Vanaduke - Challenging, requires the right good gear, and good strategy. Well suited to repeated playthroughs. More bosses in the game need to be like this. The only problem is that OOO can't seem to get his balance right and he bugs out more than any other boss. The slag guards are just TOO MUCH so everybody just ends up punting the zombies out of the way. Every time I do this fight it feels like I'm not doing the fight it the way it was intended. But it's not like punting the zombies makes the fight easy mode. Just makes it... doable.
Punting the zombies is something i've stopped doing. It's a really easy way to make the boss fight even harder, killing those annoying zombies. It teaches you do dodge in phase 5, that's for sure. =D
Snarbolax - Generic stage leading up to the boss (I seriously thought it was a wolver den the first time, and I was lagging enough to not actually spot the snarbolax appearances) with nothing much of interest. Boss fight itself, while not especially hard, introduces the concepts of problem solving and aggro that later bosses need and forces groups to understand teamwork. Snarbolax and Vanaduke are the only bosses I feel fit the current boss music intro.
The issue with snarbolax is that the boss fight is only fun in two instances - when you don't know how to beat him, or when everybody knows what they're doing. But most players are going to fight him with random groups, where players that are the former are common and make it unfun for the players that know how to win the fight. Chances are we've all been there - you get the newbie that doesn't understand when to hit the bell, or pulls aggro from snarb but leads him away from it.
I'd give the snarbolax fight a 7/10 on a player's first run, if they're smart enough to work it out for themselves. It quickly degrades to 3/10 simply because when you know what you're doing, it's either boring or plain stressful depending on your team.
Royal Jelly - Simple stage with no new puzzles or game mechanics introduced, but has a decent challenge level for the tier. Simple boss with no real strategy involved - actually trying to use a strategy beyond 'hit it until it dies' and 'use status vials if you have them' causes parties to fail. Unfortunately, because the best method to win this fight is to essentially suicide rush the boss until he dies, it's teaching players things they shouldn't be taught. Players that think they're good for beating royal jelly consistently before reaching tier 3 try to rush monsters there in the same way, which doesn't work out for them (I'm looking at you, those 3 guys on my friend list)
Royal Jelly gets a 4/10 from me - nothing in the stage does anything interesting, the boss doesn't do anything interesting. It only gets higher than snarbolax because it has a decent challenge level.
Roarmulus Twins - Now, this is probably my favorite boss level, so I might be a bit biased towards it. Ignoring the framerate issues throughout the area, it's a very solid experience overall. It introduces a gameplay element, and proceeds to use it in several ways throughout the dungeon, essentially teaching players how to use the polarity wall to defeat the boss before they reach it. Survival in the area relies on players predicting the environment, or manipulating it to protect themselves; defeating the boss likewise requires players to pay attention to the entire arena and make adequate timing calls. The area forces groups to use teamwork on a high level, but by providing health boxes regularly helps out players still learning the ropes.
The boss fight here takes the player's skills they've learnt throughout the area relating to the polarity walls, and makes them use most of them; the final puzzle in the dungeon teaches players how to switch the walls to make missiles reach the far end, with the final puzzle the player has to work out being how to force waves of missiles to actually hit the opposing twin without being wasted. It's a fun battle to play solo, bt a little rage-inducing in public groups. I'll give it a 6/10, but easily bump it up to 8/10 if the framerate issues are fixed completely. Even after 16 runs, I still enjoy this strata.
Lord Vanaduke - High challenge, but every single room is either avoid traps, kill monsters or both. Most people I've played with here frequently abuse the zombie glitch, trick trojans to do some of the work for them or create walls that monsters can't pass; while the latter two are merely intelligent, if abusive use of game features, the former makes certain sections far easier than they should be, and even removes an entire element from the boss fight itself.
The boss fight only has one truely unique element - wait for it - using a game mechanic introduced in the dungeon to make the boss vulnerable. Vanaduke himself starts out acting like an oversized trojan; attacks in front of himself, or charges, or charges and then attacks. In phase 2 and 4, the target is... essentially a mobile gun puppy that needs to be stunned with an item provided by the arena. Phases 3 and 5 are essentially the same as phase 1, with additional dangers being added to the arena over time. Phase 3 introduces lava blocks already seen through the dungeon, Phase 5 has Vanaduke acting like a giant flamethrower enemy on occasion and adds smaller trojans that only charge, assuming the players didn't glitch a zombie into the corner. The method of fighting him doesn't change in either subgroup of phases, except for practically obsoleting swords in 3 and 5.
While the fight does require players to make constant use of their skills at the game, it's not particularly interesting apart from a high challenge level (that's easily subverted by decent gear setups and abusing glitches). It also takes too long and so gets very repetitive, imo. Especially in runs with shivermists and glitching the zombies, I just plain get bored. I wouldn't rate the fight above a 5/10.
Dear god this was a long post.
Edit: So, half an hour after I post this, they release a bugfix patch which, among other things, is supposedly going to prevent the zombie glitch I complained about in the vanaduke section. That'll make things somewhat more interesting there.

Currently eight out of ten for jelly king.five out of ten for roarmulus twins.snarby is three out of ten because boring because all I do is spam him until i got my snarby barb but is a very good tier one boss and is unique because no wep can penetrate him unless you stun him.
I generally find I agree with these ratings. Snarbolax is fun the first couple times and then you figure out how the fight works and it's boring. Jelly King/Royal Jelly is a zerg rush. Roarmulus Twins is quite fun, and Vanaduke is VERY fun. We need more bosses like these last two, less like those first two.