As you can see, this design kinda became mostly in, out, stack, spread or otherwise "move to safe spot" by Shadowbringers. I didn't really notice, personally, but thinking about it that's about where it changed.
- Hullbreaker and Vanaspati have fights that involve jumping into a bubble.
- Hullbreaker has a fight that involves clicking a tree to drop a banana so the gorilla gets it instead of becoming more powerful and angry.
- Fractal involves clicking a container to produce some bait to distract them from a powerful attack.
- A2 and O6 involve getting into a robot to push things and A5 involves becoming a gorilla to do that.
- O6 involves clicking paint brushes and buttons. A5 you stand in purple to become a bird for a certain mechanic.
- A4, A7 and A12 have adds that specific people go to kill in special areas and in A7 you help people escape a prison.
- O3 and Tender Valley have the maze mechanic.
- O2 has mechanics involving gravity and knockbacks and looking at eyes.
- O4 had the ice (move around), fire (stop moving), lightning (run out) mechanics. They are elsewhere in the game too and sort of DDR but also a bit different since one of them does involve not moving.
- O5 has you guide lights to ghosts, and run atop a train to attack the top of it, and fight ghosts in an add room.
- O7 has you stand in bombs correctly.
- E5 and Ramuh involve grabbing orbs.
- Syrcus Tower involves dragging orbs to beams, freezing people with ice, and unfreezing them with fire. It involves hiding behind a rock and preventing the rocks being destroyed.
- Gubal HM involves choosing a puddle to ground you, elevate you or turn you into a Mandragora. Gubal Normal involves dragging an orb to the boss. It also involves walking on pads together as the party and dropping orbs.
- Antitower involves becoming dolls and free eachother and healing the AoE damage. Dzemale involves killing Crystals.
- Copperbell HM involves dragging boss further across the wood to avoid the fire. At the end you have to bait the sandworm regularly while you fight the boss so it doesn't consume you and do massive damage.
- Haukke HM has a boss that consumes an add and does a really powerful attack if you don't focus it before it does. It usually wipes parties due to too much DPS.
- Lost City has a mechanic that eats a player and you free them.
- Hullbreaker HM also has a mech that involves sliding on ice.
- Sohm Al and Amdapor you drag a tether to a rock to save yourself. Amdapor HM has you drop a sword thingy and you need to move out of it (many don't) or free people trapped in adds.
- Neverreap you pickup what spawns and move it out of the AoE area or they tether to the boss and make them invulnerable.
- WoD has you enter the belly of Cerberus and handle chains.
- Labyrinth you stand on pads while others kill adds. Void Ark has a boss involving being on platforms sometimes, not being where certain players were so you don't get turned into a plant. Weeping City has moments you need to stop moving, handle adds that can get overwhelming, keep away from the tank in a tight space, place webs to later stand on to avoid quicksand and place adds that drop as meteors wiping the party if placed wrong, stand in something that you normally avoid, interrupts.
- Dun Scaith has you running out of a Doom area, getting knocked back into the ice to save yourself, choosing to enter a mirror area, and introduced the gaze stack that you stack in while looking away.
- The Stormblood Alliance raids gave us the maths boss and standing in one part of the arena to avoid being caught in a hurricane. Orbonne had you exchanging tethers (the sort of mechanic exclusive to Extreme or higher now), getting enough players to stand on pads, turning a certain way to avoid being sniped, calculating the safe spot.
- E7 had us calculate the safe spots for light and dark while they were going through portals - which still gets some players to this day (destroyed 2 parties today even).


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