Face it...we all know it's coming, tis only a matter of time. Just for the lulz, you are now an SE employee in development and a fly just suicide dove into your morning coffee.
What would you wanna add to AV (Hard)? :D
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Face it...we all know it's coming, tis only a matter of time. Just for the lulz, you are now an SE employee in development and a fly just suicide dove into your morning coffee.
What would you wanna add to AV (Hard)? :D
You just won the most evil person in XIV! How could you even mention that dungeon with hard mode in it lol
If they do a HM I'd prefer they copy halatali as in it's progressed to point it can now be an arena, without any of the "must have aoe on last boss or wipe"
Aurum Vale is already Hard Mode. (Seriously, I dunno about you guys, but I'm pretty sure it's a contender for hardest 4-man content in the game, especially with all the overgearing going on in level 50 stuff)
That said I'm not sure what I would do to strengthen the mechanics and generally hellishness of that place. (yes I am. more status effects. MORE OF THEM.)
Would suck if Aurum Vale Hard had a constant DoT effect from all the poisonous fumes in there.
Damn, I just gave the dev's an idea.
i am personally more interested in cutters cry hm and qarn hm.
Constant DoT has already been mentionned.
The need for AoE, true, is annoying. Maybe some faster paced/simultaneous challenges for DPS instead of slow paced massive concentrated pop? And more frequent? I dunno... but there is plenty of potential in this fight.
I always found Cutter's Cry much worse than AV, too. As for Quarn... Probably the most interesting dungeon < 50, an HM version should be fun.
If they made a HM for Aurum Vale, it would probably be much easier because of all the overgearing and access to our L50 abilities.
AV is not that bad, as long as you have a group of competent players.
On second thought, AV is not that bad when you have a pre-formed group.
But yeah, I think a poison debuff over time would be interesting. Or hordes of Morbol Seedlings turning into full grown Morbols if you dont kill them in time XD
- Remember the Morbol Sproutlings? Give them access to Bad breath. Big Morbols get Very Bad Bread with a Doom countdown that needs to be esuna'd (Good luck getting it among all the debuffs!).
- Fruits don't respawn, and most groups will have to choose someone to meet a terrible fate.
- More of those frogs that like to pull people into an aggro-fest, and then push them around into more angry mobs. Particularly towards the after-mentioned morbols.
- Coincutters Eye-Beam now petrifies instead of Paralyzing. Rest stays the same.
Give Coincounter adds who cast paralyze AoE and go into aggro mode the moment someone move ^^
And ilevel requirement should be around 80 (100 or more if it come with 2.4 or later)
I hope AV hard get as hard again like it was during 1.0
I would love a return of 1.0 mechanics in that dungeon
I especially want to see the old layout. I think it had a better feel than the current incarnation of AV
Just make it 1.0 AV, lol. Give the new guys a nice wake-up call and let them know what we had to go through.
Constant DoT in yellow rooms, Slugs on Coincounter, Roses/Slugs/Mushrooms on Mistress. :3
First boss:
- Simple Dodge fest where every hit applies a stacking (non-removable) dot
- Fruit given after the fight
Second Boss:
- Central boss with 12 extending tentacles
- Players must break off the tentacles and eat them to self apply a stack-able dot
- Every 30 seconds, boss will eat the party and take damage based off the current dots
Optional mini boss:
- gas room gauntlet (acts as a shortcut to boss)
- End of corridor has AK Wall Boss (made of vines)
Final boss:
- Frontal cleave cast that applies "Honey"
- Honey decreases the targets max HP by 30%
- Bee spawns attacking player with highest stack of honey
- Boss Applies honey every 15% of hp lost
- Water fountain spawns randomly in 1 of 4 locations to cleanse honey from a player every 30 seconds
Almost the whole floor is yellow poison so you are always taking damage with things knocking you back into it. Stuff collapsing on you from above like certain rooms of pharos sirius. Roaming cyclops enemies which you may have to fight at the same time as other mobs. Healer keeps getting silenced on the boss and random players getting trapped in gaols.
1.0 Aurum Vale
https://www.youtube.com/watch?v=OTi1hgiW_BU
AV gives me nightmares or did.
Final Boss: Miser (since normal boss is Misers Mistress)
'Morbol Seedlings' hatch into 'Super Morbol Babies' that use Rancid Breath with infinite cone range.
Dungeon applies 'Really Toxic Atmosphere' that ticks 2% HP every time you move without covering your mouth.
Jumping raises your breathing rate which increases tick time.
People who don't wear headgear with masks take 5% HP ticks instead
People who don't wear headgear with eye coverage become blinded indefinitely after continued exposure
Stepping in plumes of golden stuff make your lungs liquify, causing you to drown in your own blood. (99% HP /0.5 seconds)
Aurum Vale Hard will be easier than Aurum Vale Normal. I haven't read through the thread entirely, so I'm sure many others have already said this. Only way to make it hard is to introduce an ilvl sync or something (which would probably kill the Brayflox SR's, hohohohohohoh).
Me and some friends actually talked about this. Best way we could think to do this:
RIGHT at the start of the dungeon, a molboro drops in and PUTRID Breath your party. This puts you under a consistent set of status effects like paralysis, blind, and maybe even a low level poison. These can not be removed with Esuna or Leeches. Can only be removed by finding the molboro that did it and killing it (think the run away head thing in qarn normal). Also, just to be dicks, maybe make it to where if you kill the molboro too early, another one comes after the next boss fight and puts you under another set of perma-abilities till you find and kill it. Also, add back in the ground effects bothering pets like it did before they nerfed AV.
There, you are free to hate me now.
They most likely at some point will create one but they said at tokyo fanfest they have no plans currently to make a AV or DD hard mode.
GAWD no! just no! I hate that dungeon with a passion!
its a healer's nightmare I tell ya.
Aurum Vale is only "hard" because you can't outgear it. Mechanically it's still simple, it's just that the numbers are a bit more notable than other dungeons. AK and WP were harder on release.
I don't think they will honestly. They did say that these dungeons weren't made with a hard mode in thoughts and that creating such mode would be the same as creating a whole new dungeon. I don't see that happening.
lolwut ? did we play the same dungeons ? AV back in days was horrible and taking forever due to hard hitting mobs, insanely high HP, etc etc... which were nerfed badly soon after (2.1 if I recall correctly) (not even taking in account the horrible lags we were experiencing back then which were making the 2nd boss almost as impossible as Titan HM was for most of Europeans players, lags which were thankfully fixed once for all in late october)
WP however, was a dumb faceroll doable in i50 gear like np with GC weapons. A piece of cake.
Ak was hard, I'll give you that. But mostly because of idiotic PUGs who were running like headless chickens in front of the wall. I duo'ed it countless times with my beloved healer back in times because dps were jumping at first repel... the rest of the dungeon is just a bad joke.
Heck, even Sirius was laughably easy when it came out, before people cried for nerfs. Somehow, "kill adds, do not burn boss" was too hard for the majority of the players.
For Aurum Vale Hard Mode I would love these bosses:
Malboro Menace--Essentially last boss but it now has minions that eat fruit, and it can randomly cast confuse which must be stunned/silenced. Some fruit (random) is poisonous and causes paralysis. Safe spots on the ground are constantly changing.
Arachnida--Webs have to be broken throughout the fight to prevent hard hitting adds from spawning, otherwise fight spider which can cast slow with webs/poison. Can be pulled in to other arenas to solo adds before returning to the fray.
Brothers--Two Minotaurs that are essentially BOTH the second boss of the original Aurum Vale. If they stay close together too long they get buffed, and you can trap them in place by leading them to a web. They alternate their moves and might randomly jump and cause heavy AoE damage. Poison mist appears on occasion and you have to eat fruits.
Because the final boss in AV is Miser's Mistress, the final boss in a AV (hard) should be Miser. A very angry Miser because we killed his mistress.
SE will troll us with level 59 cap for AV hard LOL
AV hard mode won´t cap our lvl to freaking 49, so we can overgear it like hell and i´m sure it will be 100 times easier than Normal AV. Same as with Brayflox for Example
Seems like the ones that will suffer r
Healers > tanks > dps
Dps dies = oh rez me plz
Healer dies = wipe lol
Tank dies = tank yelling wipe or kite
Plz add something that will cater to testing dps and not just another healer intensive dungeon. Pharos sirius 2.0 ? Lol
why are ppl always assuming that HM is the same as Normal mode?
Is HM qarn, same as normal one? not really.
The thing that makes AV annoying, is mainly lv sync (imo)
If they make AV HM, it may look similar, but no lv sync, and new mobs/bosses.
Well, if they do make it, it will probably be in 3.X, so there may be lv sync again (would be cruel) unless it's lv 60 dungeon.
See it as an opportunity to make AV into a fun dungeon, instead.
Qarn EX should have Warden as final boss then...
It should be a giant malboro like the one in Final Fantasy IX or Crystal Chronicles!
I particularly like the Crystal Chronicles malboro fight because you face it head on similar to demon wall. I wonder if that can be done for FFXIV. Perhaps add a safe area to dodge bad breath like Amdapor Keep's final boss mechanic?