


What about metal slime-type enemies. Rare Monsters that would give a huge amount of Experience (For grinding other jobs), Rare items (maybe even atmas), a ton of Gil (maybe 5000-25000), and even some tombstones (10-30 myth and maybe 2-10 sol per kill)?


If pacifications, stuns, blinds, silences, are too overpowered or difficult to design around, then get rid of them.
Instead give a generic interrupt to tanks and design fights where tanks need to use that interrupt. It's fine if the abilities look different but they should be instant, have short cooldowns, and build immunity on the boss if they're used to interrupt the wrong things.
Some games give an interrupt to dps as well to use on adds.
FFXIV could get rid of some useless class/job abilities and add a couple role abilities.
Two more great role abilities would be two types of lb for all dps: single target and multitarget. Then dps could choose the right one for the situation instead of being useless.
I agree. It just makes the fight too much simplistic when you make obsolete so many skills. Then you rely only on dodge this, dodge that mechanisms to keep it interesting but that gets old at some point.
What so you mean like?:The twelve forbid we use the tools given to us to tactically and strategically to overcome our enemies. I mean when was the last time you saw a Drg use "Feint" to slow down a mobs attack, when was the last time a PLD was able to stun a devastating move during a boss encounter?
It's all a DPS race and dodge dance... plain and simple.
Virus (every boss in the game)
Eye for an Eye (every boss in the game)
Foe's requiem (every boss in the game)
Stun
- Chimera (all versions)
- Ifirt NM/HM
- Levi HM/EX
- Moggle mog (debatable)
- Turn 5
- Turn 7 (renaud's if you didn't know)
Silence
- Chimera (all versions)
- Turn 2
- Turn 9
Slow
- Garuda HM/EX
Heavy
- Garuda HM
- Turn 5
- Turn 7
Bind
- Garuda HM
- Turn 7
Next are part of rotations so I don't count them really.
Storm's path
Rage of Halone
Any of the resistance down debuffs (Storm's eye/Disembowel/Dragon kick)
That's just counting 8 mans, a lot of 4-man bosses aren't immune to much.
I will agree the following statuses are kind of pointless: sleep, blind, and pacify.
Those ones don't work on anything useful.
Finally, even if you disagree with me with the debuffs some buffs still should be used strategically; mantra, sacred soil, swiftcast, any defensive CD, etc.
Square is afraid of people discovering ways to cheese the boss.



As i said certain debuffs work on certain bosses because that how they were designed or they make no difference at all, like slow on garuda.[/QUOTE]
RoH effect is a def buff in form of a debuff, w/o it pld would lose part of it's effectiveness, eye for an eye its like RoH another attk down debuff, and bio was a really usefull skill, until they nerfed it, you can say they are useful but they dont' make a big difference, like stuns, sicelns or pacification would do.
SE have proven they don't care about those effects, when one of these were making a big difference they just had to push the nerf button, they are just balancing the game by limiting us, not through true balance.
A good way to design battles would be making resistances just to certain skills that could potentially destroy the battle, giving the bosses resistance builds, and and full resistance while performing certain skills.
Now about the ppl saying this would exclude some jobs from battles, we already do so, some battles are deadly for melee, others are for mages, and brds are just perfect for all of them, to the point there are always statics looking for brds when the game is already full of them.
This game is lacking lots of strategy and personalization because of this lazy balance method, and if you cant see it you're just blind.
If this is the price we have to pay to have harder battles (i don't thing so, this is just trial an error testing) i'm not willing to pay it.
Scared of doesn't mean they'll patch them once discovered. the last two are hardly cheesing the boss. You aren't skipping the mechanics. You're handling them in a different way.
It's funny you say this and then mention a DPS race. The last time you could stun an end game boss completely out of a devastating move was Ifrit HM, when ti was actually relevant.
You know what happened? People decided they didn't need to learn how to dodge because it was the tank's problem to save everyone from eruptions.
Stun just breeds bad players. I'm sure everyone that played FFXI remembers the ever present Chainspell Stun "tactic".
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