Easy, just design a fight where the victory objective isnt the death of the boss. Have like a survival wave arena where you have to continually pump aether or something and survive for a duration.This ^
That said, I think a relatively easy way to achieve that would be for the devs to do this v
Obviously, nothing is quite so black and white when it comes to game design, but I think more randomized fight mechanics would do a LOT to ease the "Cleric Stance/OT stance" uptime we have currently.


I want Midas savage difficulty back or at least an inbetween of Midas and Creator.
For healers the capabilities of an individual vary a lot. Even at the current, easy healing levels of Creator there are plenty of healers who don't have any time to dps and more who can't even heal enough to keep the party alive. And then all the good ones are dpsing for 99% of the fight because "there's nothing to heal". No matter where you set the required healing amount there will be people both capable of way more and less.
This would be really neat if you had two split into two different teams to tackle different sides of the body simultaneously.
An 8 person party being divided into two 4 teams and completely separated from each other. But what they do influences the other team. Like an add spawns on one team and while the add is alive, the other is continually hit with unavoidable damage.
Last edited by LunarEmerald; 02-11-2017 at 11:52 AM.



More random mechanics would be so much fun, yet there's people that think that scripted fights = good player...? And I just don't see how that makes any sense.
First of all, I want to see the new mechanics!
All these teathers (come closer or run way to drop), stack to share the damage, run away not to share, prays and many others became very boring. New mechanics!!!
And another thing- I want, that the battle require more solo skill, not group skill. More individual solo challenges in the fight!
Yes, more random too
If the mechanics were punishing and non-scripted, I guarantee you the community will collapse and cannibalize each other even faster than now lol. We're already have enough fools failing to "scripted" fights like Zurvan + Creator and you want even MORE raid awareness, job skill, reflexes and clutch judgement?
People gotta be careful what they wish for. A3S was a taste of what random punishing mechanics would be like (Digititis + Add phase) and last I checked, those mechanics were particularly hated and tore many groups apart alone, this was even before they fell to the "scripted" part of the fight.
Good players will adapt to whatever the fight demands of them in order to clear, scripted or unscripted its the same. Fights can be scripted and still require skill to clear.
Last edited by CookieMonsta; 02-11-2017 at 05:04 PM.
An interesting and relevant story. Not a random, boring sidequest-like story.
I am tired of hall ---- adds------Bosss end of raid concept. I want the Omega Raid to be a big dungeon that is open from start to finish, so not in 12 parts like the previous two raids. I want to see:
- Better story, Alexander was meh, after Bahamut.
- Big open raid, like what World of Warcraft or other MMORPG have, cutting the raids in bits kills the immersion.
- Make exploring fun and make exploring rewarding.
- Add fights where one does not need the regular tank/dps/healing tactic, but add cannons, vehicles etc to beat the boss, focus more on fun and challenge and less on what we had before.
- Puzzels, make them rotate those in each time you enter the dungeon, make them require the whole raid to work toghter and make them fun to do.
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