
Originally Posted by
Sacae
Nah, you have prey mechanics and healing down tethers in Amaurot, and that can be done with trusts. Amaraurot actually had pretty interesting trash for dungeons.
Sohr Kai has those fans that give you haste after you kill them. Exploding enemies like the ones at the beginning of Thalalia or the adds in Sephirot EX could easily be done with trusts; they don't aoe anyway. Trap enemies, like in Shisui, mimics like in Lost City of Amdapor, more debuffs, like Misery from the Gremlins in Holminster Switch, environmental hazards, like in Lost City of Amdapor, the first part of Dead Ends or the last part of Tower of Babil, enemies that spawn adds, like those gate things in Alzadaal's Legacy, miniboss enemies like that ghost thing in Sirensong Sea that you used to have to interrupt, or endlessly spawning enemies until an objective is fufilled, like the balloons in Xelphatol. Every expansion has had at least one dungeon with something to make trash interesting. They just won't do it consistently for some reason.
As far as boss attacks that can one-shot, the one I see most often is the final boss of Grand Cosmos. That one hits hard, mortal flame can easily put parties in a bad place if they're not coordinated or paying attention to wear the fires are hitting. That's a great fight.
Also, not a mechanic that'll kill you, but the debuffs you get from island hopping in Hullbreaker Isle's Kracken fight are a great idea. Give resources to the player that they must use, but give them downsides that the players will have to manage at the same time. Zombie/Mega Death is another good example of that.