



Tbh the best part about that Thundercloud mechanic is that it actually comes in three flavours, small medium and large line aoes. Which makes it, imo, much more engaging as you actually need to pay Attention to which one he's Casting this time around.I'd also just like to see more "chaos" mechanics--things that aren't entirely predictable. In Mount Rokkon, there's part in the Shishioji boss (the demon-faced tiger boss from the right-side path) that I absolutely love. It's where the boss summons tons of thunderclouds around the arena that fire a massive amount of thin line AoEs all over the place. I wish we had mechanics like that all the time, that made fights feel more exciting with unexpected outcomes. I would really love if we also had more examples of tons of different small circle AoEs that randomly appear and then instantly disappear, indicating thunder strikes, that are very difficult to dodge all of them because the telegraphs are so brief and so numerous, but the damage of each individual strike isn't that severe. It's expected that you won't dodge all of them, especially not every time, and that you will get clipped by a few. But who gets clipped and by how many isn't a constant factor, so how you approach healing that phase can vary. Even if it goes rather smoothly and you don't need much healing, at least it's holding your attention for that phase of the fight.




I've only done that mechanic so much since there's no reason to rerun variant dungeons, but it seemed like it was always in the same order, the size, which wouldn't surprise me if that were true. Something I find really frustrating about Endwalker design particularly is a lot of situations where you could have variation, they instead force-feed us a specific pattern. Lemme give an example: In Smileton, the final boss of course has its conveyer belt gimmick along with a couple things to try and make you "guess" which side to run toward, either the front of the faster side or the back of the slower side, but the pattern is always the same. In an effort to not make Melees feel like they have to leave the boss' hit range I suppose, there are never any obstacles that make it "incorrect" to run toward the faster side except for exactly once near the end of the fight, and I notice that many tanks will just eat the ground explosive that gets set there so that everyone can keep staying in the front. Like, the boss is already one of the most boring and easy dungeon bosses in the game. You couldn't add a little pinch of randomness there? It had to be scripted the exact same way every time?




Might actually be. Tbh didn't spend that much Attention to the order of that mechanic when doing the kills of that boss needed to get the Mount.I've only done that mechanic so much since there's no reason to rerun variant dungeons, but it seemed like it was always in the same order, the size, which wouldn't surprise me if that were true. Something I find really frustrating about Endwalker design particularly is a lot of situations where you could have variation, they instead force-feed us a specific pattern. Lemme give an example: In Smileton, the final boss of course has its conveyer belt gimmick along with a couple things to try and make you "guess" which side to run toward, either the front of the faster side or the back of the slower side, but the pattern is always the same. In an effort to not make Melees feel like they have to leave the boss' hit range I suppose, there are never any obstacles that make it "incorrect" to run toward the faster side except for exactly once near the end of the fight, and I notice that many tanks will just eat the ground explosive that gets set there so that everyone can keep staying in the front. Like, the boss is already one of the most boring and easy dungeon bosses in the game. You couldn't add a little pinch of randomness there? It had to be scripted the exact same way every time?
I do know though that the earlier thoundercloud mechanic is randomized to a degree (died a couple of times to it solo when the game managed to fool me expecting the two large aoes vs the ring of smaller ones)




I still like the mechanic regardless even if it is always the same pattern. It's something a bit more fun and unpredictable at least. Honestly, I think variant bosses do such a better job at being relatively easy and forgiving, yet still fun and interesting bosses than regular dungeon bosses. If future dungeons had bosses like those, I'd be happier.Might actually be. Tbh didn't spend that much Attention to the order of that mechanic when doing the kills of that boss needed to get the Mount.
I do know though that the earlier thoundercloud mechanic is randomized to a degree (died a couple of times to it solo when the game managed to fool me expecting the two large aoes vs the ring of smaller ones)
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