Tumults interrupt casting.
Good luck and godspeed. o7
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Tumults interrupt casting.
Good luck and godspeed. o7
Every move is random with no set rotation :)
If you can't dodge a plume you get downleveled to lv 1
Surecast will be useful finally!
Weight of the Land kicks you out of the arena.
Random Mountain Buster, any phase.
8 Plumes instead of (5?).
Bombs > Plumes > Landslide > Plumes > Mountain Buster
Tank can get put in Gaol (now requires off-tank!), or 2 gaols at a time.
Bombs during heart phase
Titan will do 2 landslide at once
My only worry is that when they eventually nerf Titan that the old hard mode becomes the extreme mode.
TwistersPlumes will randomly kill people. This of course won't be a bug but will eventually be 'fixed' anyway.
Garuda was designed to be hardest on normal and Titan was designed to be hardest in Hard Mode.
My speculation is that the hardest Extreme mode will be Ifrit.
i'm more curious about what they will drop, upgraded version of the hard mode weapon? new token for get new stuff? armor?
2 seconds lag for AoE instead of 1 second.
Goes up to phase 8 with more dodging of 1 shot kill AoE's... :(
j/k
Right now, the fight is easy because there is a set ability rotation. Even a person who is lagging can run before plumes spawn to avoid being hit, for example.
Here's a few fun little ideas:
Extreme mode would be made much harder if...
1) The ability rotation were randomized, or MUCH more complicated than it currently is (I have every phase memorized which makes it easy).
2) They increased the speed at which Titan used moved. (Right now, there is a few seconds of placement between each set ability.)
3) More plumes spawn in each phase, INCLUDING on the tank!
4) Bombs had a wider radius, and a more randomized spawning pattern. (Example: With the clockwork pattern, the bombs wouldn't always spawn the same way... but bombs would drop down in a wacky order which you would NEED to memorize if you wanted to survive.)
5) All abilities (plumes, bombs, stomps, and MB) would have the damage they do increased. This will make up for the fact that many people now have iLevel 90 gear.
6) Instead of all the plumes spawning roughly at once, they spawn on different targets at different times, with about a .5 second interval between each spawn. (Think: Eruptions in Ifrit Extreme when nails spawn.)
7) Kobolds will be added to the fight and spawn periodically (that little screaming/squealing in the background isn't just noise anymore!).
8) The Determination Debuff from Gaol will still happen. In addition to this, the player will be given a Paralyze Debuff for 10~ seconds that CANNOT be affected by Esuna/Leeches. Aka, if you break someone out of the goal RIGHT before plumes or landslide spawns, that person will probably die.
I would be an evil videogame developer......
Landslide is now a cone and tumult deals damage based on proximity to titan.
Mountain Buster applies a 2x damage debuff (tank swap!)
Everyone will get bandages at the start of the fight and healers will just chill for the duration.
skills hit you before they appear on titan's cast bar.
I liked your post for the idea but not sure how it would work in game.
If all moves were random then you could be looking at 3 groups of multi-stomps in a row. Or easy mode would be 4 land slides in a row. Etc..etc.. which means one time you can totally be screwed and the other time it could be a cake walk. So total random could actually just make it easier to fight him, just have to hope you win the random number game. Which doesn't sound like fun at all.
The /random I would like to see if they go that route is in done in phases, similar how his moves are now broken down to but each ability has a phase group assigned that Titan can draw from. Each phase has X moves Titan has access to activate before starting a phase cycle over again. That way the first phase still is only a 2 move phase but you don't know which two moves it will be.
Currently we have this pattern in hard mode:
Phase 1: Landslide, Stomp (repeat/jump)
Phase 2: Plumes, Landslide, Stomp (repeat/jump)
Phase 3: Landslide, Plumes, Bombs, Landslide, Plumes, Rock, Stomp (repeat/jump)
Phase 4 (heart): Rock, Landslide, Plumes, Stomp, Rock, Landslide, Plumes (jumps and blows up)
Phase 5: Table flip, Stomp, Plumes, Bombs, Landslide, Table Flip, Plumes, Rock, Landslide (repeat)
So it breaks down to this:
Phase 1: 2 moves - 2 distinct moves
Phase 2: 3 moves - 3 distinct moves
Phase 3: 7 moves - 4 distinct moves
Phase 4: Always 7 moves, then jumps to explode - 4 distinct moves
Phase 5: 9 moves - 5 distinct moves
Table Flip goes off in phase 5
Bombs goes off in phase 5 (three patterns), 3 (two patterns)
Plumes goes off in phase 5, 4, 3, 2 (higher the phase the more targets get plumes)
Rock goes off in phase 5, 4, 3
Stomp goes off in phase 5, 4, 3, 2, 1
Landslide goes off in phase 5, 4, 3, 2, 1
They could make different abilities go off in different phases, they could change current abilities or add more abilities. Move bomb patterns could be introduced, landslide, could be 2 or 3 targets instead of single. Stomps really don't need a change, plumes seem to be decent enough on wrecking havoc, maybe introduce another plume where 7 people are covered instead of 6. Making Table flip have a knock back move, ugh that would be a pain in the arse but interesting or am I getting that mixed up with frustrating? Or instead of encasing 1 person in rock he could do 2?
You start the fight dead.
This is already a feature.
Titan can now recover all HP when he hits 10%. SE puts out a vague video that doesn't even show the full fight with "hints" on how to get past it.
Ifrit was quite the ordeal on Extreme mode in version 1.xx.
Ifrit Extreme Mode in 1.xx, you had to take down 4 spikes, then later 8 spikes, then later 12 spikes before Hellfire. This was along with more aggressive eruptions and plumes. No Mage LB3, stunning, and animation lock made it quite terrifying to beat without a lot of practice.
If Titan does a similar route. I would imagine possible 2-3 Heart phases instead of 1, having him Astral Flow after each one. Make each one harder than the last with more obstacles to overcome. Make Weight of the Land on the entire area except certain spots (knowing the pattern is beneficial). Make more complex bomb placement. Have Landslide be in three different directions or in a cone.
The most I can think of.
I would like to see a few changes to the fight....
right punch : single target, apply stack of damage+ (20s count down, 1~5% per ... stacks to max of +20% dmg)
left cross : mitigated cleave (like thousand needles, not like hood swipe), applies stack of damage+
stomps : amount varies (randomly) for the entire fight
landslide : slightly thinner, but targets up to 4 (random) including the tank
bombs : now have knockback (2y), and slightly larger burst radius so they can't be ranged by a tank
Mt. Buster : used every 5%, and at (random) during heart phase
stomps / landslide / bombs are now used in random order every 30s
He splits into two smaller versions of himself, which use all of the same moves as he normally does.
Here would be another interesting tank swap mechanic...
Heart and Titan are two separate entities, each with their own stacking debuff.
Titan gains 1 stack of "scary awesomeness" every 30s. At 4 stacks he does earthen fury and wipes the raid. Killing the heart resets the stacks on Titan and stuns him for 10s or so.
Titan and Heart put a stacking debuff every 15s on each tank that increases incoming damage by 15% and a stack of the other's debuff will cancel a stack.
So say.. heart debuff "grants 1 stack of heart debuff or removes 1 stack of titan debuff" and vice versa. So you need to tank swap to eachother's targets to keep the stacks manageable.
Bombs explode immediately after they all finish spawning.
8 Weight of the lands (forcing tank to dodge)
6 Stomps
2 Gaols
Landslide has double the width.
He now does Mountain Buster twice in a row.
Heart Phase has double the HP
All these mechanics now happen at random.
Have fun.
What I've learnt about game design is that you can't make your game too tough as well. Make them too easy, and everybody will get bored really quickly. Make them too hard, and everybody will get frustrated really quickly. Lots of "suggestions" or speculations I see here are people simply wishing to make their ideas sound so tough that nobody can overcome them - probably not even themselves. Perhaps some of them here are reasonable, but unless gear that is better than Darklight becomes more accessible, we probably won't be able to handle such changes at the current stage.
Outside of some change to his rotations and phases (at worst, making every move in each phase being random), and maybe even increased damage, I can't see it being changed too much from Titan HM.
(Funnily enough, I'm sure enough people are already having trouble with Titan HM, what with all the people buying runs, I wonder how they will fare with Extreme mode...)
He splits into 2 after heart and has to be killed at the same time
:O
With the current netcode of this game, anything "random" in high-level encounters is just not feasible.
It would be impossible for many a player to react in time and reliably be able to dodge. Most players who beat Titan are able to do so because they work around the positional update delay and delay in client sync by memorising the whole pattern of Titan's moves. This is the design of all high-level encounters in ARR: 100% predictable patterns, unlike most MMOs which add some level of randomness/scripting.
I don't see how this could change in ARR short of completely revamping the netcode and server-client sync/authority processes.
Titan forces your camera to not be max zoomed.
You are aware that all bosses in 1.0 used their set of abilities at random, including Ifrit Extreme, which was one of the 2 hardest fights in the game before ARR came out? 3 Hellfires with 4, 8, 13 nails respectively, along with hate resets after dash, and unpredictable eruptions/plumes with worse latency problems...there is no reason why they cant be random, if Titan spams Tumult it is just bad luck and will probably wipe you, but thats what makes it extreme
Sometimes when you think you're out of landslide it still hits
Titan will make the server update only 0.6 seconds instead of 0.3.
And of course insta kill bury damage. My FC leader beta bombs will grow legs and start moving around.
[INT: Titan's battlefield]
Puppies and kittens are frolicking around on the platform. Cut to a puppy and kitten snuggling together for maximum cuteness.
Adventurer warps onto the platform with his party. He sees the adorable kittens and puppies and smiles. But then your character hears something and acts confused. A sustained electric guitar note, soft at first but then growing louder. Cut to POV of high above battlefield looking straight down, camera falling down quickly. IT'S TITAN THEN TITAN LANDS ON THE BATTLEFIELD FIST FIRST, the theme starts playing, and the platform crumbles to Phase 5 size. A puppy and a kitten have survived the catastrophe. Titan kicks the puppy off the platform and eats the kitten, and then gets a SSJ-like aura after eating the kitten. Cut to your adventurer looking shocked, the screen flashes white, and the battlefield begins.
I swear, the players are always more evil than the devs are.
Randomized attacks + more damage/health is probably hard enough, but we've gotta throw in a new move or else it's gonna be boring...perhaps an attack that sets a random non-tank person to 1 HP? Oh, and let's have 2 gaols at once.
Allagan rot. Game, set, MATCH