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  1. #1
    Player
    Broken_Wind's Avatar
    Join Date
    Jul 2021
    Posts
    135
    Character
    Broken Wind
    World
    Zurvan
    Main Class
    Ninja Lv 50
    Quote Originally Posted by StriderShinryu View Post
    I've only done a couple of them so far but for the two I have done:

    Copperbell - I'm someone who actually appreciated the concepts behind all 3 bosses. I think they could have done some interesting things had they continued with some of these ideas, or at least executed what they had here better. But the way the fights were actually done was 100% coma inducing, and they also felt very out of step with a lot of the fights even a little bit later in the game. Either the fights needed to live up to their unique mechanics or they needed to be redone completely, so the latter made more sense. I'll miss the old ones but really only in a sort of rose tinted glasses, what could have been, way.

    Toto Rak - This one really feels off to me now. I get that some people didn't like the twisty, windy alternate paths and what have you, but I actually enjoyed it. Even if you straight lined it, it felt more like a real old school RPG dungeon to me, and there were those couple of switch backs in the pathway that new players always fell for.. and that always made me smile. Overall design aside, what I really miss the most, though, is just how dank, dark and dangerous it used to feel. It used to be the sort of place you would only go to if you absolutely had to but now with the bright sunlit clearings and greenery it feels more like somewhere you'd go on a picnic. I can understand the new dungeon design but the new lighting and visuals completely killed the mood and vibe it had before.
    The funny thing with Toto Rak is I think the alternative path through the first section was actually a tiny bit faster, but no one ever took it.
    My dream would be some non linear dungeons, maybe even dungeons where objective and boss locations change like EQ's LDoN

    Im curious about what you liked about the first Copperbell boss though. It was just a bunch of regular mobs. They use this occasionally still, but dont think normal enemy gauntlet works wells for a boss fight
    Third fight mechanics, assuming at some point you had to kill the adds...I just dont find it that memorable or interesting

    I agree on second boss, interesting idea but bad execution. The hard mode bomb fight fares better
    (1)

  2. #2
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,313
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Broken_Wind View Post
    Im curious about what you liked about the first Copperbell boss though. It was just a bunch of regular mobs. They use this occasionally still, but dont think normal enemy gauntlet works wells for a boss fight
    Third fight mechanics, assuming at some point you had to kill the adds...I just dont find it that memorable or interesting

    I agree on second boss, interesting idea but bad execution. The hard mode bomb fight fares better
    I suppose I just like the idea of controlled chaos style add fights. They have dipped into the idea here and there so it's not a completely foreign idea but it's just something different than the usual One Big Dude Who Hits Hard. Maybe they could have actually had a pseudo enrage style mechanic where if you let too many Spriggans survive the bomb enemies would explode faster or something. I don't have any specific ideas but I like the idea of a horde mode style encounter.
    (2)