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  1. #11
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Kaethra View Post
    This is one of the reasons I support rebalancing mechanics so they are randomized instead of patternized.

    This way players aren't learning patterns and orders that can get jumbled based on gear. Like I said in another thread, if you do the same fight with the same players with the same gear, they could do their rotations and movements in a macro as the fight would never be different. But toss in some better gear and it throws off the 'clock'. With the mechanics randomized, it would be on the players to use class skills in a way to deal with the fight mechanics as they happen and put the skill on the players means to play their class, not just the individual mechanics themselves.

    We'd still be dodging attacks, cleansing effects, tank swapping, clicking X object when Y event happens ect. But we wouldn't be doing them at the same time or percentage of every fight.

    For another level of complexity, bosses could react to something the players do. Such as a limit break, mass amount of damage in a short amount of time, or lulls in fighting. Something similar to how previous Final Fantasy games have done. Maybe even in ways where the party could trick the mob into doing it at certain times (that the party could choose) and prepping for it so that it isn't as devastating.

    Wouldn't make the fights easier or harder. Just different. And of course I wouldn't change ALL bosses like this. Maybe some would be a bit more 'routine' like we have them now. Just to change it up a bit.
    I'd love to see something like this done, provided they don't add randomized instant death attacks with relatively short casts.
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    Last edited by Fendred; 09-13-2014 at 07:34 AM.