

Well most of the boss fights after the standard XI stuff (expansions) required some decent amounts of moving around (as much as the system allowed anyway) so maybe we'll be in luck.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
I'd laugh if Ifrit can be solo'd.



I do remember the Diabolos fight, and yes it was difficult. I would love that difficultly to return. I've seen it in quite a few places through the FF series. Fights that require elemental abilities, or else you would be doomed with standard attacks. It gives classes a chance to shine in what they do best.
Ifrit should also have breakable parts. Seeing that he is a story related fight, breakable parts should influence the battle, either giving the party a needed moment to recuperate, or increased damage output by lowering his defense. There's lots of options here. Look at the the Airship Battle of FFXIII for a good example.
SE, this is a chance to do something great by creating a very FF feeling fight. I'm sure it will set up future content as well. It is nice that we have been able to Solo the missions up until now. At certain points though, we need a big bang that requires adventurers to band together. This should be the first of many.
Last edited by Holy_Dragoon; 05-20-2011 at 09:52 PM.



You mean the sense of accomplishment of looking up the fight on Eorzeapedia and executing it correctly? ><
I'm a believer in situational skill. I'd like to see a challenging fight where players can improvise skillfully and win, while not necessarily having to react to cues.



I certainly do not want to be able to look up fights in order to win them. If a boss has a certain amount of skills such as the player, it should be able to adapt to what is being thrown at it.
IE:
Large melee attacks, it throw up Protect and proceeds to use Magic based skills against your party.
If it's mage party or heavily magic based group. It could throw up Reflect, or Shell and hurl giant rocks at you instead.
It would help negate the effects of having optimal "party setups" that you can usually find.



battle strategy guides are written by players who figure out how to beat the fights the same way you could.I certainly do not want to be able to look up fights in order to win them. If a boss has a certain amount of skills such as the player, it should be able to adapt to what is being thrown at it.
IE:
Large melee attacks, it throw up Protect and proceeds to use Magic based skills against your party.
If it's mage party or heavily magic based group. It could throw up Reflect, or Shell and hurl giant rocks at you instead.
It would help negate the effects of having optimal "party setups" that you can usually find.
and these strategies are certainly not the only ones there in order to win the fights.



I'm not opposed to battle strategies at all. They should only be a guide though, and not an automatic win. Fights should still be able to throw in their "curve ball." I don't see a problem making gamers think to win a fight. Perhaps I am mistaken though.

Make it challenging, but accessible. I don't want to see a fight like the original airship fight in FFXI where you needed a very specific setup and very specific set of consumables to success... That and a pinch of luck, of course!
I can't wait to see the story associated with it!



in any case, I'd say the original airfight was the best designed bcnm fight in xi.Make it challenging, but accessible. I don't want to see a fight like the original airship fight in FFXI where you needed a very specific setup and very specific set of consumables to success... That and a pinch of luck, of course!
I can't wait to see the story associated with it!
and it didn't require a very specific setup, its just that no one was willing to try other strategies when they knew what worked in a very challenging fight.
personally, I ended up beating it with a totally whacky setup, I just can't remember which. I only know no one could believe it worked. It was very cool.
I agree, absolutely brilliant fight back in the day. The thing that made it tough was finding people who needed the fight really (not that it wasnt a death-fest, more that it dragged on because of the prep required). If this was a fight with some great rewards/super epicness that incentivised it, I'm sure it'd be more about the challenge of the fight than the build up.in any case, I'd say the original airfight was the best designed bcnm fight in xi.
and it didn't require a very specific setup, its just that no one was willing to try other strategies when they knew what worked in a very challenging fight.
personally, I ended up beating it with a totally whacky setup, I just can't remember which. I only know no one could believe it worked. It was very cool.
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