Im sorry but zerging a mob down or just trying to survive while a mobs hp goes down isnt strategy. Even if it is hard.
Most mobs in FFXI dont require strategy, but that doesnt mean it has to stay that way. For players to create strategy you have to place obstacles that they can clear in different ways. How the players decide to clear those obstacles is what is strategy.
But guess what, if the best way for your players to overcome the obstacle you put in their path is to put DoTs on the mob and run around for 45 minutes, to try and "One shot" zerg it in 1 minute or die, or try and get the mob stuck or exploit some other glitchy phenomenon in the game then obviously you are not creating a challenging and fun dynamic.
thats why I say have triggers for weaknesses that are only useful if players are coordinating well.
2 person SC trigger >> debuff mob 1 min duration: "no AoE tp moves" (If your melees are good and they can keep trigger happening they can stay on the mob)
Magic Burst trigger >> debuff mob 1 min duration "Magic Burst damage increased by 40%" (again mages have to coordinate with melees, if they can keep MBs happening they keep their bonus)
3 person sc trigger >> debuff mob 1 in duration "Lv 3 Skillchain Damage increased 25%"
Magic Burst on a 3 person SC >> debuff mob 1 min duration "MB damage increased 60%"
all of these buffs arent worth anything if people cant keep the coordination up, but if they can it makes taking down a mob that much easier.
And have specific triggers at "narrow" windows drastically alter NM behavior in some way.
Any of these things promote coordination and teamwork. The better organized you are the easier the mob is. Obviously you can get really complex and maybe need one team in case the trigger is a darkness SC or a light SC etc. Or have some mobs only lock certain AoE moves etc.
Think FFXIII where you had to "stagger" a mob to get a window of doing good damage, VW and synchronic blitz is a step in the right direction. But it should be more complex than just a lucky stagger.

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