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I'll tell you what I don't want - pass mechanics. This game's server desync and cruddy netcode don't do well with them, and require two players to "hover" in each others' hit boxes for a half second before the line is actually passed, rather than in other games where this is done seamlessly.
I'd like to see more random patterns and less scripting. When players can macro a raid boss's entire ability sequence, this means that difficulty has to be arbitrarily inflated via precision character placement and synchronized movement gimmicks. That said, I love the lore, battle music, and amazing-looking ability animations/graphics of primal content, and I'd love to see the devs do more with them in general.
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Photon and prey as punishing as in A11
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I'd love to see more interesting and demanding healing mechanics, rather than just burst hp/s checks.
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I really like the "random" mechanics like for example shiva where you need to look if she changes to sword or staff :3 so i'd like to see way more of such stuff.
Or a complete random boss which would just throw random mechanics on you and each fight would be unique but i doubt that something like that would come into the game because you could get fights that are easy as hell or if youre unlucky it would be hell , like the boss uses 3 heavy aoe attacks on everyone which you barely survive and then be like , screw you another 2 of those :p
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I personally enjoy the unmarked attacks, like the cyclops shared abilities. Learning about a species skills and utilising that knowledge in battle feels incredibly satisfying for me.
I wish there no longer was any markers for anything anymore, as it kind of defeats the purpose of learning a fight. The "RPG" aspect is diminished when it goes from "Avoid the cyclops eyebeams and heavy swings" to "dont stand in orange". While the universal markers (Yellow share this damage, Look away form mob, etc.) are nice, it would be greatly appreciated if less orange floor marks where used. I like to learn what a creature does, and how it fights.
The last boss of stone vigil hard mode is one of my favourite fights because unlike other encounters it actually feels like youre fighting a beast on the loose, as opposed to fighting a scripted encounter. More random, unmarked attacks please.
The mobs should be monsters not machines.
Going further with the random attacks idea i would love actual AI in boss fights. Take the classic cyclops from AV. its attacks seem to be random It has a Frontal beam, frontal cone swing, full 360 swing and a ranged eye beam swing. What if we had bosses that purposely targeted members, like if the party is standing close to it, it wold use more melee swings at the party, and if the members where keeping distance it would attack with the ranged eye cone. This would make fights less about recognizing a pattern and dancing around orange markers and more about making an actual strategy for what to do. I want the world to feel alive with living beasts. but its hard when all we get is a memory game about .
I for one would also like to see less "phases" in the tougher encounters. Right now the obvious phaseshifts are a bit overutilized. Niddy going from Dragon to Estinien is cool and all but having certain points where certain mechanics happen all the time gets old fast.
RNG is a big factor in progression and while i dont advocate fully random encounters i do want less scripted encounters. Using the idea above could be a nice way of spicing up the deep dungeons. If the mobs in there would hunt you donw and try to kill you, unlike now where they just auto-attack and do smaller aoe's at random i'd feel less confident in my skills in it. Being hunted is scary and having a huge cyclops at your heels shooting you down with lazers is perfect for the small corridors that grace the dungeon.
TLDR:
I like random attacks without markers aside from "He lifts his club".
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At this point, I just want them to go all-out on the team jump rope design and have a fight where you regularly have to jump at the right time to avoid a death lazor that makes you and everyone near you explode. Heck, design it so you have to line up before the boss and have the camera automatically align to make the analogy even more obvious.
(Note: I don't 'really' want that, it would be latency hell)
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I really like unmarked AoEs like Nidhogg's Wings/Tail in EX mode and the like ♡
What I also really like is the "shared fate" mechanic in which you are linked to another player (T11, Ramuh EX) and take DMG when they do/die when they do.
What is also nice is having to slow down/kill adds before they reach someplace specific (A3, A7, etc.).
Oh, and memory-mechanics, like the doors in the Diablos fight and Sophia's links to her body doubles.
For healing, I like the sudden 1 HP mechanics (Weeping City 2nd boss, A11).
In general, mechanic heavy fights are fun :)
I also like it when the pattern is somewhat random (like not knowing which weapon Shiva will use next) but still predictable within said randomness (only certain skills will be used with each weapon).
What I do not like is the AoE that consists of several circle layers that go off one after another (fire in the Midgarsomr fight, earth in Thordan EX). Idk, my brain just can't deal with that, it's so annoying..
Also, doing 3 or more mechanics at the same time. Other than that..hm..
While in general I don't dislike the gaze mechanic, I feel like it is severely overused right now and I'd like to see it take a break for a while, not because it's hard or annoying to deal with but simply because it gets boring when every single boss/add has that mechanic.
For healing, because of the randomized nature of dispell, I hate everything that drops tons of effects on my group members. It's not fun to just keep casting the same skill again and again in the hope to at some point randomly get rid of the one that is the problem instead of the 10 others I'd happy leave on them ^^"
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Personally, I like mechanics that punish the player, not the group (obviously, dying is a group DPS loss, but you know what I mean). I get REALLY upset when someone else's mistake causes my death, because it doesn't matter how well I played, and that player will never listen to chat to correct their mistake.
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Sweet Hydaelyn, no more platforms to fall off.