I can only hope the fight (and new boss encounters) will be as dynamic as this, if I have to stand in one place spam healing whilst the rest of my party stand in one place and spam their TP attacks I'll be seriously disappointed.I do hope the battle evolves in stages instead of just picking one place on the battlefield and staying there hitting him 'til he's dead. I'd like to see him make use of his agility with a lot of special highly animated attacks, e.g. ariel AoE meteor/fireball attacks, carving runes on the ground to get the hell away from before they explode, or a fiery 360 degree long range flamethrower attack with the only safe spot being directly underneath him. Anything like this that makes us move around for optimal positioning at all times during the battle would be nice.
What SE needs to do, is Change the Battle difficulty based on party setup.
If a group comes in with 5 archers and 3 thm's then make it more resistant to piercing dmg and nullify shadowsear. You can go all day with changing how this works, but this would promote more balanced parties when battling these nm's.
Battles need to be Dynamic based on Party Setup, Ranks, Etc.. Yes this can be done, is it more work... Yes of course, but would it make the game better in the long run... Yes... Please SE... Make battles more dynamic based on party setups, so any guide created, doesn't exactly work every time. This creates challenge and excitement when the boss is finally killed.
Hum, and to think all I was hoping for was a "too soon....you've awakened me too soon" parody.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Why is everyone so excited for one boss fight? It will take you an hour and what next? You're done. New dungeons seem much more interesting.. at least those seem like they will have some replayability.
I guess because they want the first true boss fight to be a good example of what to expect? A little strange that it'll probably be around rank 50 anyway (used to fighting bosses at least around level 15) but still.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
It could be a boss fight that completely destroys everyone until special strategies are formed to beat it. Might take a while? As I mentioned before, there were bosses and battlefields in XI that took quite a while before players were able to beat it consistently. It could be hard (and hopefully rewarding) enough to keep people busy until more content arrives, but considering how easy this game has been so far I'll remain skeptical until it's released.
Well most of the boss fights after the standard XI stuff (expansions) required some decent amounts of moving around (as much as the system allowed anyway) so maybe we'll be in luck.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
They should probably consider a standard and hard mode for this fight (and future ones), I'm sure the WoW hate brigade will jump all over this suggestion but it allows them to provide content for all skill levels and to add an extra level of difficulty and challenge for people who are more suited to it.
Could be a good chance to see some +3 non tradeable items.
I think they also put something like this in for XI, but only for summon fights.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
Agreed. Normal and hard modes should be considered, at least in an attempt to please the camp that wants to stroke their e-peen as well as the camp that just wants to see how the damn story ends.They should probably consider a standard and hard mode for this fight (and future ones), I'm sure the WoW hate brigade will jump all over this suggestion but it allows them to provide content for all skill levels and to add an extra level of difficulty and challenge for people who are more suited to it.
PS: I still want to hear Ifrit say "too soon!"
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.