That said, raids would be nothing short of amazing if every class, or at least most classes, required the same coordination and involvement as necro/monk pulls did back then. Just listening to those players communicate in voice was some of the best EQ. But then came the time to kill the target and it was just that, a target differentiated not by its effects or surroundings, but by the loot on its table only.
Rooted dragons aren't that awkward of a fit when the world itself is sectioned off by zonelines. If there weren't any zones in Norrath, Trakanon could be pulled out of Seb, bypassing the key requirement for all but the pull team and corpse draggers. Even some of the zone names indicate the devs' mindsets. Naggy is fought in Sol B (Nagafen's Lair). Velk is fought in Velketor's Labyrinth. Without zonelines, both could be pulled to nearby druid rings and killed with ease.
Instead, bosses are confined to their dungeon zones, similar to the gods in their planes, with the rare exceptions being GM events and the sleeper's awakening.
As big as the zone is, the lairs in ToV aren't separate or distinct enough, the way that the islands are in PoS. And as annoying as PoS can be, progressing through it encourages active participation and requires at least some vigilance by all involved. In ToV, the same participation/vigilance can only be encouraged if the dragons themselves are fixed in place. Call it unclassic, but there are examples of this elsewhere, one being Eejag in Lavastorm. He's rooted in the lava for a reason because it was meant to act as his lair, where he would have the advantage as players struggled with poor visibility, swimming/breathing, and persistent fire damage.
It's easy to think up a few alternatives. Each of the dragons in VP/ToV spawning at different lair locations, with any of the abilities of other dragons, at random, while also sharing loot tables. Players then wouldn't know what they were getting into until they were already committed to killing it and their efforts could still be in vain, potentially earning them the worst loot. Random is the one shared unknown amongst the playerbase. We don't know when a quake will happen, if our guild will get FTE, whether the mob will have the item we want, etc. The more unknowably RNG a game is (within reason), the less routinized and job-like it risks becoming. But, well, not classic.
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