steadymedic
09-17-2011, 01:24 PM
Wyrm Idea
I usually do not complain about much but this has been bugging me tremendously for the last year and I finally have reached the point where I will post (first post). Final Fantasy 11 has always been pretty composed and orderly and to this day I still cannot believe that the developers have not come up with this idea in the past Abyssea and Voidwatch installments. As most players know Wyrms are in the category of being some of the more challenging monsters players face while playing the game. With Spike Flail, Breaths, Blasts, Magic, Terror and Wing attacks at their arsenal, fights can prove difficult. Why not expand on this idea, save models and TP attack sets and add more Wyrms to Voidwatch, HNM, Abyssea, VNM or ZNM.
Current Dilemma:
The Final Fantasy 11 elemental system is composed of 8 elements: earth, water, aero, fire, blizzard, thunder, dark and light. Each with their own corresponding strengths and weaknesses. Earth is strong to Thunder but weak to Aero. Aero is strong to Stone but weak to Blizzard. Water is strong to Fire but weak to Thunder. Fire is strong to Blizzard but weak to Water. Thunder is strong to Water but weak to Earth. Dark is both strong and weak to Light and vice versa.
That being said, the Wyrm monsters are only fulfilling 5/8 of their potential.
Earth(yellow/beige): Ouryu a BCNM Wyrm, Cuelebre in Abyssea-Tahrongi and Dragua in Abyssea-Altep
Aero(grey): Fafnir and Nidhogg in Dragon’s Aery, Cynoprosopi in Apollyon and Wyrm respectably in a BCNM (although these are considered wind based Wyrms, I view them more as a multi-purpose Wyrm based on the fact that the Dragon Breath is fire based—although the color is grey I’d love to see new ones added with lighter green tones)
Water(dark blue): NONE!
Fire(orange): Tiamat in Attohwa Chasm and Smok in Abyssea -Attohwa
Blizzard(lilac/light blue): Jormungand in Uleguerand Range and Isgebind in Abyssea-Uleguerand
Thunder(dark purple/yellow highlights): NONE!
Dark(black): Azdaja in Abyssea-Grauberg and Vrtra in King Ranperre’s Tomb
Light(white): NONE!
Proposed Idea:
Add one new Wyrm for each elemental category. Keep the current model but change the color scheme and add spells/breaths/wings/blasts of corresponding elements to the attack AI. Place them throughout the current High Level monster content battle systems. I’m leaning strongly towards bringing back some type of HNM again but ones that would be difficult to monopolize (I enjoyed the concept but not the excessive monopolization/third party programs used). My idea would be to place some sort of Limbus or old school Dynamis 3-5 day limit on being able to participate, claim the monster or assist in any way. Scatter them through corresponding zones (i.e: The Sanctuary of ZiTah would house the Thunder Wyrm, Den or Rancor or Grotto the Water Wyrm, Qufim or Delkfutt for the Light Wyrm) This would encourage players to return to old areas, preferably ones without VoidWatch or add to the next Voidwatch installment. The addition of these Wyrms could assist with 95-99 magian trials for elemental correspondence, could assist with +10 stat ring/+6 stat earring drops or systhesis materials and drop new types of high level gear. Defeating these monsters could also be a way for Dragoon to acquire a new elemental type wyvern, forget making it larger, there already is enough lag (I plan to write about this in a later installment).
Well that’s my idea! Any constructive criticism would be greatly appreciated! :cool:
I usually do not complain about much but this has been bugging me tremendously for the last year and I finally have reached the point where I will post (first post). Final Fantasy 11 has always been pretty composed and orderly and to this day I still cannot believe that the developers have not come up with this idea in the past Abyssea and Voidwatch installments. As most players know Wyrms are in the category of being some of the more challenging monsters players face while playing the game. With Spike Flail, Breaths, Blasts, Magic, Terror and Wing attacks at their arsenal, fights can prove difficult. Why not expand on this idea, save models and TP attack sets and add more Wyrms to Voidwatch, HNM, Abyssea, VNM or ZNM.
Current Dilemma:
The Final Fantasy 11 elemental system is composed of 8 elements: earth, water, aero, fire, blizzard, thunder, dark and light. Each with their own corresponding strengths and weaknesses. Earth is strong to Thunder but weak to Aero. Aero is strong to Stone but weak to Blizzard. Water is strong to Fire but weak to Thunder. Fire is strong to Blizzard but weak to Water. Thunder is strong to Water but weak to Earth. Dark is both strong and weak to Light and vice versa.
That being said, the Wyrm monsters are only fulfilling 5/8 of their potential.
Earth(yellow/beige): Ouryu a BCNM Wyrm, Cuelebre in Abyssea-Tahrongi and Dragua in Abyssea-Altep
Aero(grey): Fafnir and Nidhogg in Dragon’s Aery, Cynoprosopi in Apollyon and Wyrm respectably in a BCNM (although these are considered wind based Wyrms, I view them more as a multi-purpose Wyrm based on the fact that the Dragon Breath is fire based—although the color is grey I’d love to see new ones added with lighter green tones)
Water(dark blue): NONE!
Fire(orange): Tiamat in Attohwa Chasm and Smok in Abyssea -Attohwa
Blizzard(lilac/light blue): Jormungand in Uleguerand Range and Isgebind in Abyssea-Uleguerand
Thunder(dark purple/yellow highlights): NONE!
Dark(black): Azdaja in Abyssea-Grauberg and Vrtra in King Ranperre’s Tomb
Light(white): NONE!
Proposed Idea:
Add one new Wyrm for each elemental category. Keep the current model but change the color scheme and add spells/breaths/wings/blasts of corresponding elements to the attack AI. Place them throughout the current High Level monster content battle systems. I’m leaning strongly towards bringing back some type of HNM again but ones that would be difficult to monopolize (I enjoyed the concept but not the excessive monopolization/third party programs used). My idea would be to place some sort of Limbus or old school Dynamis 3-5 day limit on being able to participate, claim the monster or assist in any way. Scatter them through corresponding zones (i.e: The Sanctuary of ZiTah would house the Thunder Wyrm, Den or Rancor or Grotto the Water Wyrm, Qufim or Delkfutt for the Light Wyrm) This would encourage players to return to old areas, preferably ones without VoidWatch or add to the next Voidwatch installment. The addition of these Wyrms could assist with 95-99 magian trials for elemental correspondence, could assist with +10 stat ring/+6 stat earring drops or systhesis materials and drop new types of high level gear. Defeating these monsters could also be a way for Dragoon to acquire a new elemental type wyvern, forget making it larger, there already is enough lag (I plan to write about this in a later installment).
Well that’s my idea! Any constructive criticism would be greatly appreciated! :cool: