Thank you for the reply! Some things I would like to see would be:
-Tethers that players must break
-Mechanics that require Line of Sight to dodge/avoid
-Area-wide mechanics (such as each player having to take an add to one corner of the stage and kill it, or else the boss gets a buff)
-Multiple color-coded mechanics that require memorization to avoid (such as a blue rock meaning to move away from the party, red meaning to stack, green meaning to move away from the tank, etc.)
-Attacks that require the party to stack and split the damage, or else one party member suffers an instant KO
-Enemy mobs that require the party to focus down specific enemies first due to having increase attack power/debuffing powers
-Anything that requires party members to move as a full unit across the map
-Mechanics that punish the player for casting a spell/using an attack at the wrong time, such as having Balance reflect off of party members and go onto the boss. This would encourage players to pay attention to buffs/debuffs.
These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.



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