Lets call it a cuddletimer.
On another note there are quite some softcuddletimers in the game. Like having a damagestop on the gobwalker in A2s to let the spidertank leech or a damagestop on faust to prevent the tank surviving it.
Lets call it a cuddletimer.
On another note there are quite some softcuddletimers in the game. Like having a damagestop on the gobwalker in A2s to let the spidertank leech or a damagestop on faust to prevent the tank surviving it.
The only thing I can think of that would get a similar effect and would "work" in my mind would be if it was a particular phase of the fight where it entered either a counter attack state, where it's attacks are survivable, but not if you're going nuts ((Think the first bosses IV through VII, ignoring VII's notorious parsing problem. A lot of them you could survive a counter attack, but probably not more than one is a row)). Or an phase where it reflected your damage back at you. You'd still probably want to attack, but maybe cool it a little.
And cue people Making Vit gear specifically for these bosses.
Hmm, Chaz's suggestion reminds me of the BEX and REX mechanics.
I wonder if we'll see variations or improvements on those that lead to some anti-enrage mechanics in the next bosses/trials. SE has to train players how to handle these mechanics after all. Maybe there's also some prototyping to see how players handle the mechanics too.
As already said, there are a few fights were you have to slow down your dps on a specific target (mostly main boss) to get mechanics done, which would wipe you instead.
Like Ifrit, Leviathan, Mogry King, Ramuh... also if you burn Odin in a specific time you can get Gungnir right before Shin-Zantetsuken, but I'm not sure if that can wipe you.
There're also moves like "Heatwave" from the 5-headed dragon in CT3.
Under effect of this debuff you'll get 500 damage for every action for idk.. 5 seconds?
Can be prevented like T10-preys with shields/SS, however it's not only affecting two players but the whole group.
They could also give bosses changing vulnerabilites (physical / non-physical) like in T13, while the players who are affected by the current buff have to deal with adds or some button/tile-mechanic (maybe like @ Atomos in CT1).
Last edited by Neophyte; 09-15-2015 at 10:50 PM.
Not even close. The dungeons in 2.1 were obsolete with the average gear levels people had so people were massively over geared causing people to push the phases too fast and it made things harder than they should have been. If you're DPS sucked the fights were surprisingly easy, just long.They tried that around 2.1 with the dungeons, it didn't go over too well. The dungeons were quickly nerfed.
The reason for all the dps checks is because FCoB was beaten in its first week. DPS checks are the easy way to prevent that, and cause much less of an uproar than the alternatives, such as daily/weekly lockout on attempts or tedious grinding for each attempt.
Haukke HM unsynched is pain. So, so much pain. You may survive a full-powered Blood rain, but not two in a row, so you basically need to burst the boss before the second cast.Huakke Manor HM has this too with its last boss. Burn the main boss too quickly and she will absorb the last add at full health, which leads to a instant wipe. Not sure if it's the same in unsync'ed, but many people are fooled into thinking they can burn the boss beforehand in hard mode roulette, and pay the price. xD
For some reason, I feel like punishing the players for doing too well wouldn't go over too well.
It depends on how you look at it. If it works out that you'd survive because you're still attacking like a maniac but you're not bothering with anything resembling a rotation or pushing your DPS, then yes, it is punishing you for doing well. If it works out that doing the stupid thing poorly gets you killed all the same, and really winning comes down to strategy, it should be better.
Tanks LB, Traited Virus, and Pre-Shielding :P was doing it this way before HW. It is dicey but so satisfying.Huakke Manor HM has this too with its last boss. Burn the main boss too quickly and she will absorb the last add at full health, which leads to a instant wipe. Not sure if it's the same in unsync'ed, but many people are fooled into thinking they can burn the boss beforehand in hard mode roulette, and pay the price. xD
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i think vanilla coil T7 and T13 had such mechanics. if you did too much dmg in T7 you messed up the rotation and stone timers, so the renauds would awake and you had no place to hide for the room wide aoe stone. in T13 with too much dps would the last add spawn after you reached the next phase of the battle, causing some trouble.
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