Results 1 to 7 of 7

Hybrid View

  1. #1
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30

    Raid Idea (Added pressure)

    I was thinking that it might be neat to have a raid, in like tunnels or something, where you're constantly getting pushed forward. (Wall closing in, or a monster that will one shot wipe youre party if you're too slow)

    Mobs have lots of HP, like mini bosses, you fight them one at a time, or in small groups. They're difficult, time consuming and if you try to run past tehm they AoE stun/gravity/bind you're party and wreak havoc.

    Even make it so each step moving forward is weak to a different job, or resistant to others, that way people will want to mix it up.

    Thought came to me, sounded neat, though I'd share.
    (7)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    144
    The return of the "Demon Wall".
    (6)

  3. #3
    Player
    Moiren's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    141
    Character
    Moiren Houl
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by ESAR View Post
    Mobs have lots of HP, like mini bosses, you fight them one at a time, or in small groups. They're difficult, time consuming and if you try to run past tehm they AoE stun/gravity/bind you're party and wreak havoc.
    http://forum.square-enix.com/ffxiv/t...peed-Run-trend

    Nice idea.
    (0)
    The best things in life are always free...~


    ffxivhub.tumblr.com ~ FFXIV: A REALM REBORN news

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Masamune (Wutai)
    Posts
    178
    Sounds like a wanna-be speed run. Won't be inviting PLD to my PT! lawlwww
    (0)

  5. #5
    Player
    ESAR's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Myrddin Soleece
    World
    Hyperion
    Main Class
    Botanist Lv 30
    throw a few single target slashing/blunt resistant mobs in there just for Geo. :P

    the difference between this and a speed run is you wouldn't have 60min and be required to do it in 25. it would just be one set time. So ya, pusedo speed run. lol

    could even make it so that you have say 1min to kill each mob or mob group.
    but rather then, let's say you beat the first group in 15s, giving you 1:45, to kill the next. keep it at 1 min per group.

    it doesn't have to be a tunnel, could be different rooms you enter.

    doesn't have to be a min, base it on the strength of the mob.

    make it so that there is something you should need to learn about each room before you can beat it (how to avoid weaponskills or traps).
    Once the guide is out, most will use it. So just make is so that it's still interesting even when the guide is out. Doesn't have to be impossible.

    even use mobs that we already know (peiste and their pet breath, for instance).

    make each class useful throughout:
    LNC AoE stun.
    MNK firsts of wind combined with BRD quickstride.
    PLD AoE blind
    WHM AOE heavy
    BLM AoE Bind
    MNK AoE slow (have a set of mobs attack really fast, but it can be countered with slow)
    WARs power/Def/Hp and AoE stun
    BRDs stuff, AoE stun, Acc and MP, TP skills.

    I like the demon wall though, that was definitley what I had first pictured.

    could even do a few type of these raids:
    tunnels (with the demon wall :P) with one set speed of the wall.
    rooms; each needing to be cleared in a set time.
    weather; wind, as Time goes on, harder to see + movent speed is slowed in that direction. (like a sandstorm is approaching)
    DD effect; increases over time, caused by something in the environment (heat/poison/cold/other)

    the first and later 2 are definitley pusedo speed runs, but rather if you can't figure out how to beat it in a set time, you won't.

    to get more classes involved so this doesn't end up being class stacked, they just need to make every class usefull at various times. through resistence to weapon type damage (magic/blunt/slashing/piercing) or adding weaknesses to magic/slashing/ect. and making different abilities important (blind/slow/stun/choke).

    Geo made me think, so I thought I'd share. Blame Geo. lol
    (1)

  6. #6
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    I think I would like to see something like the Evil Wall / Demon Wall. Similar to the Wall concept... a pressured fight where knocking the enemy back results in more breathing room before eruptions catch up to you.

    For demonstration purposes, imagine a linear rectangle path that you fight a "boss" on. This boss does his melee AoE and a donut-shaped affliction of heavy, physical accuracy down, and magic accuracy down. On this linear path, there are multiple checkpoints which players cannot move by until the boss retreats beyond it/is knocked back. And the boss retreats/gets knocked back when he receives enough damage. (since we can still run through enemies, to simulate the impassable effect of the boss).

    Maybe at certain health intervals (75/50/25) he afflicts bind on everyone.
    Toward the end, he might perform melee AoE knockbacks.
    Perhaps his melee AoE afflicts TP drain.
    At 50%, his melee AoE might afflict pacification for a few seconds.

    Meanwhile, the path that you come in on gradually erupts with high damage eruptions as time progresses. If you don't knock the boss back, the eruptions catch up with the melee players and take 'em down.

    If you maintain ranged assault to avoid his melee AoE, you risk being caught by the eruptions.
    If you maintain close distance to avoid his donuts and eruptions, you take more damage.
    If you Raise anyone killed by the eruption, they probably won't make it out before the next eruption.
    Encouraging TP song from the Bard to be melee savior.
    Encouraging mages to get close and humpworthy with bossman's axe.
    Encouraging healers to stay close and utilize Sacred Prism on Esuna.
    Encouraging ... oh crap they changed the Cactuar Foot and Chocobo Down materia?
    May result in favoring Warrior to keep up Enduring March to resist knockbacks and continue using frontal combos.
    Might help with one Paladin throwing up a Rampart and Holy Succor to trigger Divine Regen. Using Tempered Will to escape a Bind if necessary.

    ...

    *Ramuh zaps brain with thundagajara. Brain melts. Kefka eats brain. Kefka 16-bit laugh.*

    =======

    If we flip this around as an evil wall that advances...

    It continues to advance. It has horrible nasty melee attacks. It has long-ranged, donut shaped zappage with silence affliction. It has that TP poison that wasps have. Maybe it even has pulling attacks like the toad tongue. And on occasion, it does some devastating attack where everyone next to the wall is crushed/killedx0rz. And when you run out of room, this attack is unavoidable.
    (1)
    Last edited by Fiosha_Maureiba; 05-05-2012 at 05:39 AM.

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Well, you could consider the "escape" approach (look up "Escape from the Lich King" in the dungeon Halls of Reflection), or urgency in the form of an additional boss fight or so that can yield a unique reward. Say, as you enter a Garlean military compound-type dungeon you run into an informant for the party leader's grand company that tells the group that there's a bunch of prisoners that are going to be executed in X minutes, forcing your group to hurry and rescue them to get the extra reward. Maybe to avert the execution you have to fight the executioner.

    The "one-shot if you don't get away fast enough" works better as a boss encounter of sorts rather than a whole dungeon, though.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

Tags for this Thread