If the required tactic is :
boss requires x tanks, y healers, z dps or
players must take specific actions at specific times (stand in certain spots, etc) or in a specific order
things like that. If that's the case then the boss/raid is a puzzle in my thinking. You have to put things together in a given manner to reach success. It makes things a coop action puzzle.
This still seems rather fuzzy to me.
For example, a year or two back the hardest 10 person boss in the game was done with...
1 tank, 2 healers, 7 DPS
2 tanks, 2 healers, 6 DPS
2 tanks, 1 healer, 7 DPS
Would that fall into your definition? It could be done with varying numbers of tanks, healers, and DPS...but you had to change how you approached different aspects of the fight and play to the strengths of your group.
"Stand in certain spots" is also a bit unclear -- say the boss launches a fireball every 30 seconds at each player...which means the group needs to spread out so a group of, say, six people doesn't have everyone get hit by six fireballs each. Does that count? I mean, you can be at any spot you want, as long as you're not close to another person.
Hell, look at the official campaign end bosses (minor spoilers):
Have to defeat the appropriate "protector" to make the boss vulnerable for the original campaign. Have to smash the you know what to make the boss vulnerable in SoU. Have to kill the adds when they appear for the final HotU boss.
It kind of sounds like you're saying anything where you do more than just auto-attack the boss is no longer an RPG but instead a puzzle.
You get to kill boss X a few times to get the required gear to kill boss Y, which, in turn, gives you gear necessary to kill boss Z, and so on...
Except, of course, WoW is explicitly designed to *not* be that. In fact, they prevent you from rekilling boss X for a week so that you *have* to work on boss Y (or not raid at all) without all the gear from boss X because it technically isn't even needed. But you can rekill boss X once per week for more gear to make boss Y easier over time if you get stuck due to lack of skill.
I'm trying to even think of a case where that applied in WoW's history at all and the only thing I can come up with is maybe the original Onyxia cloak back in Vanilla? Which they've never ever done again for good reason.
i also don't get why there's such an eager need for a successor to both nwn games.
Because we want to get fresh blood in to replace people who leave...and it's awfully, awfully hard to do that in significant quantities for NWN these days. And it'll only get harder. People just don't have major interest in a game released over a dozen years ago. Yes, NWN was (and still is) amazing...but it's a very, very hard sell to people in 2015. Just look at the current size of the playerbase compared to even like six years ago. And stuff like the IGN vault going kaput isn't helping the cause -- yes, we have a new vault, but it still makes the game look older and abandoned to people not familiar with the situation.