This was Aurum Vale in 1.0 (dot in entire first part). You 2.0 folks got it easy and just got dot puddles...lol
A dungeon with elemental weaknesses fully implemented...would be pretty sadistic.
To top off the cream, make it such that you can job change in the dungeon and optimal clears can only be done by people with multiple jobs.
(Oh hey, that was in 1.0)
In other words, all they need to do is bring back 1.0 mechanics and I am pretty sure that is sadistic enough to make a good number of people quit.
Last edited by tymora; 12-29-2017 at 06:15 AM.
Boss with mind swap mechanics to randomly switch which character in the party a player is controlling... >.>
Because... nobody...? Am I a nobody? KH x XIV cross over confirmed. Also, little Hulk, this is a thread to throw some neat ideas. They aren't savage exclusive but to make the runs a bit more spicy and fun. It's obvious that it's highly unlikely it will happen, as players struggle a lot with mechanics in this game. I wouldn't say it's the 1%, but a higher % actually.
I'd like a dungeon where you're forced to speedrun. Like the user that suggested a Demon Wall like run, I'd say something called Wanderer's Palace EX: A troop of Wandering Tonberries follow you with the sole intention of killing you. You have to break your way in by killing packs and "generals" to unlock the doors (like in Haukke Manor), solve a quick puzzle (like in Sastasha NM or Sunken Temple), break barriers (like in Toto-Rak), swimming included (like Rabanastre), freeing your friends trapped in gaols/cellars (Like in Titan HM or A7) and gauntlet fights (like the last segment of Amdapor's Keep HM). Traps like bombs (Like in PotD) and pits like... any platforming game. If the Tonberry reaches you, it's game over and you have to start from the begining.
The answer is simple. A boss who is 100% unkillable, 1 shots anyone who aggros him, etc.
The gimmick? And this is one i cannot see people figuring out for a long time... You have to type into chat "Can we please get past?", after which the boss turns friendly, gives you a treasure chest of loot and steps aside to let you pass.
I imagine the casuals would figure this fight out sooner than the hardcore raiders would.
Lol, let me have a crack at this thread
Wheel Of Fate
A random roulette wheel at beginning of dungeon, every player gets dealt a hand which is negative.These penalties cycle thru players randomly at intervals.
- Mark of Hatred- Enemies will attack you regardless of what other party members do
- Mark of Torment- Your hit points are reduced to 1, MP and TP are halved
- Mark of Doom- You are inflicted with doom, you may or may not die instantly depending on if doom transfers
- Mark of Sorrow- You are unable to lot on anything when under the mark
- Mark of Silence- You are unable to cast spells
- Mark of Stifle- You are unable to use skills or abilities
- Mark of Sleep- You randomly fall asleep every so often
- Mark of Confusion- Movement is reversed, anything you execute has a different effect than one the tooltip says for it.(cast cure on tank, it does damage or tank uses ultimatum and the enemies target the healer)
- Bosses that takes 18 hours to kill.
- Bosses that must be killed in one minute or wipe.
- Dungeons with respawning adds, if you happen to die at any point, you start at beginning.
- Death Penalty, die enough and you lose levels.
- Enemies that steal your gear permanently or non permanent but over and over.
- Enemies that warp you to random areas in dungeon alone with respawning adds way stronger than you solo.
- Global 24 Hour lockout from any instanced content if you leave or disband from a dungeon without complete party member agreement.
- Two to 6 hours dungeons with no save point, must be completed in one run to complete.
- Enemies that imprison you, you cannot leave the dungeon until you escape the area.
- Everytime you die you lose 25% of your total gil.
- A billion Hit point trash mobs, even if with superior play it takes 5 minutes to kill 5 or more enemies in a pack.
- Sneaking sections of dungeon, everytime you aggro you lose a level, lose enough levels the dungeon is unbeatable.
- A 100% dungeon heavy debuff, you move like a snail thru whole dungeon even during mechanic jump ropes.
- No TP, MP, or HP regen, all resources must be recovered by items.
- In cutscenes, it has a built in ready check, no one can skip thru sections in CS until everyone clicks continue.
- No map or minimap and dungeons have way more confusing layout, they are random layout so no web map will help either.
- Think of an entire dungeon floor in randomized grids, there are safe squares and bad squares and they move around every few seconds, get caught in the bad ones and get things like instant death, mp zero, tp zero, broken weapon, helmet shatters, heal skills disabled, etc.
Last edited by Sandpark; 12-30-2017 at 02:37 AM.
more bosses with guard and counter, if you attack during a buff like revengeance of ravana or calcabrina, you receive a crtical hit. And guard... the monsters can defend themselves with a claw, arm, shield ( amdapor city). like us the damage taken during a guard reduce by 20% and put guard break !
I like the idea of having a randomized boss pattern. Boss 1, 2, and 3 all have to be defeated in the instance, but it's random what order they appear in.
Last boss room full of treasure chests and only 1 of them is not a OP mimic or explosive.
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