I just want this:
With tophat/monocle/mustache reward
I also wouldn't say no to a trial where you fight all 6 primals at once, or consecutively where one pops every 2 minutes until all are dealt with.
I just want this:
With tophat/monocle/mustache reward
I also wouldn't say no to a trial where you fight all 6 primals at once, or consecutively where one pops every 2 minutes until all are dealt with.
Last edited by Doki; 09-24-2014 at 04:59 AM.
I was reading Jay Common's post of his fight and was all hyped up, all serious. Scroll down a bit and immediately burst into laughter. Well played
Glad it got someone else as hyped as it got me! I read it after I typed it all up and just kept thinking how awesome that fight could be. I could have fleshed a few more things out with a bit more detail but I felt what I had was a long enough read anyway heh.
The Trema/Paragon fight (I assume it would be like a trial?) would be awesome too. Kinda 'pick your poison' type of fight in regards to which one you kill first. Do you kill Paragon and deal with a super buff Trema? Or do you take out Trema (who in my opinion has the tougher move set to deal with) and push your DPS to kill Paragon before he insta-wipes the party? Variation and difficulty. Awesome!
I also wouldn't mind the suggestion from Gormogon about having to fight multiple primals at once.
It's funny how the people who have posted serious fight ideas in this thread are unanimously creating content that is tougher than any other fights we have in game (outside coil).
Even though this thread was made to express our own ideas, I really wish it could pick up some traction (likes/views/responses) for the reps to take a look at this and maybe pitch some of these ideas back to the devs. All of these fights sound great and would add some variety into the formula we have been getting for the past year. I enjoy the game very much, and have had a lot of fun with it but variants of the same mechanics get bland over time.
I really hope so too (that reps will look it over, at the very least). I think that the common theme among the posted fits so far has been lack of a script/rotation. The Tower of Babel could go off the rails real quick if even just one of 5 parties muffs it from the start.
Also, fights should be more of a pick your poison situation, even with fights that we have in game already. i love the game to death but we need less "there is only one way" and more "think of another way" type of situation.
I really hope so too (that reps will look it over, at the very least). I think that the common theme among the posted fits so far has been lack of a script/rotation. The Tower of Babel could go off the rails real quick if even just one of 5 parties muffs it from the start.
Also, fights should be more of a pick your poison situation, even with fights that we have in game already. i love the game to death but we need less "there is only one way" and more "think of another way" type of situation.
Yeah, that's exactly how I wanted it to be. There aren't enough dungeons/instances in this game where there is true peril in being able to complete something. Obviously I'm not a game designer or anything so maybe my tuning is a bit too harsh, but I think we need more danger in the game outside of Coil. Maybe this can lend into me needing to add more details in the dungeon. That idea was the full thing. 1 mini-boss and a final boss, not the typical 3 bosses we see in every dungeon. The 60 minute timer I felt was plenty of time even with wipes, but again I may not know what I'm talking aboutThat's also why I outlined in the first mini-boss that the true mechanic of the fight would be the chaos that ensues. Right now, we get dungeons that can be face-rolled with higher geared characters right off the bat. I can only speak for myself, but if SE continues to stick with the same format for these dungeons, I would at least like to feel that "Oh, S*#%" moment during the fights where I didn't know if we would make it or not. Couple that with 4 other teams, for me, makes it that much more intense.
And that's also why I added the Airship part at the end, so successful members can help the other teams pull through. Even if 1 team beats it with 30 mins remaining on the timer, with 45 second intervals of cannon blasts, I think it would take just a complete lack of coordination to not be able to pull at least 1 team through. 2 teams can help pull another team through, etc.
I also chose not to add a loot table because I couldn't decide what was fair. I initially thought, chests after the 2 boss fights like usual. So if you beat your Core path then you at least get the rewards you would get at the end of fighting any boss. I also thought some kind of bonus chest could appear for each team if all 5 completed it.
And I totally agree with breaking the mold of how dungeons and encounters are handled in this game to add more variety. Unfortunately, when people "think of another way" in this game, it usually leads to a nerf. Ramuh being tanked by Titan comes to mind. Even though I think that was nerfed ultimately because the group that did it alienated Tanks altogether, it still happened.
That's also why I put for the final boss of my dungeon that only DPS couldn't generate enmity. It would cause the need for two tanks for those teams, because (this was implied but never stated) healers still can generate enmity so the tanks would still have to keep up hate from them. That's when the crazy crap would start happening, if healers ripped hate away from overhealing lol.
Last edited by JayCommon; 09-25-2014 at 03:34 AM.
|
![]() |
![]() |
![]() |
|
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.