As Destiny 2 ships out its Prestige Raid (which they have mainly just added "challenge" by randomly force assigning people to do different roles rather then any actual changes. There was some discussion as to how you would do a first person shooter boss with significant mechanics well.
Destiny has mostly struggled with the idea. Often falling back on either DPS checks (Bullet sponge+time limits forcing a high damage weapon), or variations on stand in aura/get item to give aura/kill thing to get aura buff to deal damage to otherwise invincible bosses.
Which got to trying to think of solid FPS bosses. From my own recent favorites, Wolfensteins last boss was just a high damage bullet sponge. Doom's largely revolved around a barebones bullet hell for one, a dodge and attack system for another, then awkwardly out of place platforming on the third (Another thing Destiny has a preference for, at least Doom doesn't have weird floaty jump physics). Shadow Warrior reused the same Zelda-esque shoot-the-glowy-bits system over. The second installment didn't really have much other then a super health enemy with some jumping required to dodge sweeping tentacles.
Destiny has mostly struggled with the idea. Often falling back on either DPS checks (Bullet sponge+time limits forcing a high damage weapon), or variations on stand in aura/get item to give aura/kill thing to get aura buff to deal damage to otherwise invincible bosses.
Which got to trying to think of solid FPS bosses. From my own recent favorites, Wolfensteins last boss was just a high damage bullet sponge. Doom's largely revolved around a barebones bullet hell for one, a dodge and attack system for another, then awkwardly out of place platforming on the third (Another thing Destiny has a preference for, at least Doom doesn't have weird floaty jump physics). Shadow Warrior reused the same Zelda-esque shoot-the-glowy-bits system over. The second installment didn't really have much other then a super health enemy with some jumping required to dodge sweeping tentacles.