We had one. Rhitatyn. But it was so hard they had to take it out of the game and make it an easy solo instance instead.
We had one. Rhitatyn. But it was so hard they had to take it out of the game and make it an easy solo instance instead.
I cant wait for limsa ulti![]()
I only need this. Excessive RNG is what WoW and it doesn't prevent addon usage it actually encourages and at some fights requires it. So this point would be completely incorrect. Now if you want to say do something like ads anticheat that only scans when entering Savage and ultimate, or copy what blizzard just did to hide some of the crucial parts of their API which prevent some add-ons from working now or seeing mechanics therefore making add-ons less reliable in raid encounters that probably would happen.
An invisible debuff you have no way of knowing is there until it spontaneously kills you in the final phase, causing you and your team to waste a massive amount of time when you should've just wiped it and start over.
Phase 1: One singular circle AOE appears under a random player every 10s.
Phase 2: Hot/Cold Debuffs - if you have cold debuff, stand on hot side of room. If you have hot debuff, stand on cold side of room. that's it
Phase 3: One player gets a stack marker, another player gets a donut marker. This might cause trouble for the average group, but with enough practice can be solved.
Phase 4: Every now and then, the boss will cast "Left Cleave" or "Right Cleave", cleaving that half of the room relative to the boss. This is the first truly walling mechanic of the fight.
Phase 5: Trios. Boss is untargetable during each
Trio 1: Circle AOES appear under every player 3 times, everyone has to move out of their circles.
Trio 2: 4 players get hot debuff, 4 players get cold debuff, and one player from each temperature gets a stack marker.
Trio 3: All 8 players get a donut AOE debuff that explodes at different times (10s debuff, 13s, 16s, etc). Throughout the trio, there will be (very slow) half room cleaves. This is the second wall of the fight.
Phase 6: To stay consistent with the other ultimates, this phase will be the victory lap. There will be a 2 minute cutscene to make sure everyone has their cooldowns up. Upon regaining control, the party is given two debuffs that will be discussed later.
The boss alternates between casting a no-swap tankbuster (don't want it to be too hard) and a raidwide that doesn't hurt too much because healers need to focus on their rotations.
As the final mechanic, each players health is reduced to a single digit number 1-7, and the party receives a prompt demanding that each player makes their health a prime number via standing in one of four circles on the ground representing the numbers 1-4. Standing in a circle adds that number to your health (i.e. if your HP is 5 and you stand in 3, you will end up with 8). If you fail, you die, but the people who did it right live so no one cares. We were concerned that players might not be satisfied with the variety of mechanic types in this ultimate, so we created a brand new one for players to figure out.
For the enrage, the boss stands still and casts. This is where the two debuffs come into play: the first restricts LB usage until the boss is at 0.2% health, while the second wipes the party if Melee LB is not used before the boss dies. This is to add a bit of the average FFXIV dungeon boss experience to the ultimate.
Please look forward to patch 7.11.
(this was funny when i started typing it but i had to redo it so many times that i lost the humor)
Cleared all of the ultimates and I really want an insanely difficult final phaseWhat are some of the bad design choices in a raid encounter only people who never raided or done an ultimate could come up with?
If non raiders were tasked with creating an ultimate encounter, here's some of my predictions as to how it would be like
1. DPS checks that are only possible theoretically
2. Excessive RNG to prevent addon usage (won't work)
3. Gimmicks as the main source of difficulty, i.e. things people will figure out the solution quickly
4. a "gotcha" mechanic at the end of phases designed to get you killed just to fuck with the player
5. playstation exaflares
6. Insanely difficult final phase
7. weapons that are extremely ugly
8. passive aggressive legend title name and achievement name![]()
A raid where we are all have the power of Manderville man ... or maybe a raid where we fight Godbert and Julyan? I'm not sure about all the other metric, but I'm pretty sure it will be fun ...![]()
Have a normal Enrage that goes off if you take too long to kill it...
But also have it Enrage and wipe the party if they DPS it too fast... >.>
If I did one the boss would be named L&D. Where its first debuff against all players would be severe lag and when don't kill it fast enough it enrages and causes all players to disconnect.
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