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  1. #1
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Ok I would like to give some additional enemy tendencies. I realize some of these are in game. But most are in boss battles. I want to see these applied to open world mobs as well. Now when picking up adds, they are usually dealt with in the same way, tank grabs everything and players mow them down. If packs came with different types, the same strategy would not always work the same.
    • Juggernaut: These enemies are incredibly dense. When they move, players in their path experience knockback effects.
    • Leapers: These enemies jump great heights and upon landing all players in the area are stunned for 6 seconds. Or perhaps they knock players into the air, where extra damage is taken while in flight.
    • Flyers: These enemies fly, upon flight they take less damage by non ranged skills.
    • Boomers: These enemies exude things from their body at certain damage thresholds. Explosions, shrapnel, poisons, etc.
    • Auras: These enemies have properties such as magnetic, sulfuric, gravitation,etc. Example- Fighting a gravitation type enemy inhibits players from running far, a magnetic one slows movement speed from players.
    • Reflectors: These enemies reflect certain types of damage. The type and position from which they reflect vary and cycle. Think Calcabrina but more variance and scenarios.
    • Colossal: These enemies are gigantic. Hitting them increases weapon wear incrementally at a slightly faster rate. They can also pick you up and squeeze you until someone frees you.
    • Planar: These enemies shift in and out of the material plane and spiritual plane.When in material only physical damage hurts them, when in spiritual only magic damage hurts them.
    • Bottomfeeders: These enemies can go underground. When they come up they deal big damage and can disable or interrupt actions.
    • Leechers: These enemies absorb player resources with successful attacks. They can even feed off enemy allies and become super versions of themselves.
    • Absorbers: These enemies build up strong attacks with each skill cast on them and have high hit points. If you attack too fast before the absorbtion count deplete some they can potentially one shot their target.
    • Shields: These enemies inflict a permanent dot or debuff like slow and regen health very fast.
    • Sleepers: These enemies are sound asleep if a player wakes them by proximity or attacking they have an aoe sleep and typically hit very hard.
    • Evokers: These enemies call stronger allies when under attack and on the precipice of death.
    • Trappers: These enemies encase players in fields disabling certain skills. They can give an incurable silence, incurable tp drain, incurable hp drain.
    • Bullies: These enemies attempt to push you into dangerous hazards like environmental fire or red aoe cast by other enemies.
    • Disablers: These enemies lock 3 core player ability when an enemy uses this skill for long durations. Imagine ultimatum, flash, and provoke being unusable for tank, or heal or res for a healer,or buffs for dps.
    • Assassins: These are invisible and untargetable until they attack, they usually target the healer or player with the least hit points and use high burst damage.
    • Dividers: These enemies mess with your target reticules, they make you target certain enemies, usually the stronger ones.
    • Soothers: These enemies heal and remove debuffs from enemy allies.
    • Spacers: These enemies teleport around the battlefield doing hit and run burst tactics. Their goal is to separate players. Imagine a stack where one or two players are prevented from joining the stack.
    • Latchers: These enemies cling to random players inflicting bleeds and lowering player skill potencies. Think of twenty small spiders jumping and clinging to players.
    • Augmenters: These enemies lay fields onto players increasing the damage of other enemy attacks and skills.
    • Shifters: These enemies shapeshift into different species to alter the dynamics of dealing with them.
    • Creators: These enemies can create fields in the environment. Bodie of water, gasoline, mud, electrical field, lava puddles, etc. Those fields can be manipulated by players or enemies to a positive or detrimental effect.
    • Doppelgangers: These enemies can multiply if not killed fast. Perhaps even make a copy of a player, to fool players who is enemy or ally.
    • Switchers: These enemies can use random skills usually associated with a unique boss or enemy.
    • Voidsents: These enemies can displace players into a void, in here they take damage and cannot be healed until the void time runs out.
    • Concentrators: These enemies get stronger and heal when struck by an AoE. These must be killed one by one and killed fast.
    • Ravagers: These enemies grow in size and get stronger if a damage over time is used on them. More health, more damage.

    This kind of variance makes the game kind of like a basketball game. You call a play and sometimes you have to change the play due to an audible. Call the right play at the right time, but the same play will not always work. A zerg to me is when you can ignore plays called by the enemy and sarge the battlefield. You cannot sarge what you cannot ignore. And as players who struggle with harder content would say is that a mechanic by itself is not that hard, it's when you have to remember a bunch of them in sequence.

    Well what if that sequence altered from pack to pack, and each pack had multiple tendencies? Zerg is not a thing anymore in my books at that point. Up the situational awareness.

    Quote Originally Posted by KaldeaSahaline
    Your list is very similar to mine (mine is instanced though and yours is open world) and mine focuses more on the enemy AI and how you have to approach them. Yours is more solo friendly, whereas I specifically chose 8 man to ensure good breadth of mechanics.
    Aye, solo friendly in the open world sections. I didn't dig into the instanced 8 man stuff because I imagine that will function like 8 man trials or raids. Except you enter the instance from within Eureka instead of a queue while sitting in Limsa.
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    Last edited by Sandpark; 12-09-2017 at 04:52 AM.