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  1. #1
    Player steadymedic's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90

    Elemental Wyrm Idea

    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!
    (5)
    Loose Talk is the Enemy of Laughter

  2. #2
    Player Ihnako's Avatar
    Join Date
    Apr 2011
    Posts
    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    I'm not shure but where 's Shinryu?

    thumbs up
    (0)

  3. #3
    Player steadymedic's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90
    I did fail to mention Shinryu and Bahamut but only because the monster models are quite different from normal Wyrms. I also think that Dragon Killer/Circle/Breaker effects do not work on them both. Shinryu surely, Bahamut not positive. If you like this idea, help me out so the development trackers can see that we need Water/Thunder/Light Wyrms at the very least! (Yibegan failed to mention too *edit)
    (1)
    Last edited by steadymedic; 09-18-2011 at 06:19 AM.
    Loose Talk is the Enemy of Laughter

  4. #4
    Player Symbiote's Avatar
    Join Date
    Mar 2011
    Posts
    56
    Character
    Symbiote
    World
    Shiva
    Main Class
    COR Lv 95
    I always thought that Fafnir/Nidhogg were darkness because of their wing attack giving blindness.
    (0)

  5. #5
    Player steadymedic's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90
    The wing attack is Wind based I believe. Lowered with Baraero. Just with add. efffect of blindness.
    (0)
    Loose Talk is the Enemy of Laughter

  6. #6
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    The 'missing' wyrms might have been revealed in expansions that were/will never released.
    The water-based wyrm could be located in the mithran homelands to the south (rainforests and islands). Bismarck?
    The thunder-based wyrm could be located in the west, based on the thunderbird of native americans folklore. Wakiya?
    The light-based wyrm could be located in the north, based on the aurora borealis. Zhuyin?

    Just a thought.
    (3)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #7
    Player steadymedic's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90
    Never thought of that, but I'd still like to see them added in the 99 cap!
    (0)
    Loose Talk is the Enemy of Laughter

  8. #8
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    For all the aspiring wyrm slayers out there in Vana’diel, you will be happy to know that the development team actually has plans to implement these “missing” wyrms. They are currently in the process of working on various things ranging from the next level cap increase, new content additions, and adjustments to old content, so the timing when they can show you specifically what they have in mind is still a ways off in the future.
    (17)
    Devin "Camate" Casadey - Community Team

  9. #9
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    Put the Wind wyrm in Grauberg up at Skyrend, it makes perfect sense!
    (0)

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Make Dragoon useful against them somehow. Maybe make 'Jump' give a small% chance to make them land from flying, or make Dragon Breaker do that. The last several Wyrm HNMs that have been in the game were fought strictly with SAM/WAR/RNGs mostly with other melee being frowned upon. I know that's a player issue and not a content issue, but it would be nice if Dragoons, the job designed to weaken subdue and kill Dragons were somehow more useful aside from a 10min Dragon Killer and 10min Ancient Circle cast.
    (4)
    Last edited by Ophannus; 09-21-2011 at 05:30 AM.

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