@Zelon: It is true that this was not part of gameplay.
Maybe it is more importent that the boss is well implemented in the story than the actual gameplay. This might sound strange, but D:OS is not a Zelda like game or an MMO, where the boss has a certain attack pattern and the player must adapt to it. You cannot control the bosses movement, interrupt the boss or evade an attack and do a counter attack. Those are tactics for action games (real time). D:OS is turn based combat. The only attack pattern a boss can have is to use a special attack every x turns. The boss under the church did it (Fireball) and some bosses in PoE (undead readric and the fampyr lord in the endless paths, fireball) and it was more annoying than interesting because you could not influence or avoid it. All you can do is survive it. The only thing your group can do in D:OS is to chose how much they scatter themselves so not all of them are hit by AoE. The combat system of D:OS is interesting because of the elemental effects (poison+fire=BOOM, . . .). But in the end, all you can do is CC the enemy and deal as much damage as possible.

Prof. Dr. Dr. Mad S. Tist

World leading expert of artificial stupidity.
Because there are too many people who work on artificial intelligence already