Zlatan and Rubieus have amazing ideas, and those two instances sound better than anything we currently have in game. I would love to participate in both of those battles!
One of my favorite sequences from the first FF game I played (FF4) was the Tower of Babel. The enormous walking robot that you entered to destroy before it wreaked havoc. Since this game has so much fanservice, I thought this would be an awesome thing to incorporate as Allagan technology, and set it out as a roaming open world dungeon of sorts. So, here goes...
Tower of Allagan: Eorzea??
Time Limit: 60 minutes
Group Composition: 5 Full Parties
Item Level: Required item level 100 (just projecting into the future with this, when we are all higher than i110)
Kind of like Odin (where he can spawn in multiple areas), except the Tower of Allagan could roam around ALL of Eorzea. When he spawns, he will sit dormant for 15 minutes while he recharges his cells in order to begin his trek to whichever town/city he is closest too. (Time limit given to allow for players to find him after locating the spawned NPC <explained below>, form parties and possibly coordinate with other groups to try and "enter" at the same time and work together. Not alliance-based however, because my plans call for more than 3 full parties, which will be explained below.) Entering the Tower of Babel requires usage of an Airship. If the party leader's FC has an Airship built (assuming this will be brought into the game) you can summon your own to take you into battle. For people without an FC or FC airship, an NPC will spawn in the aetheryte location that the Tower of Allagan is currently in, allowing you to procure usage of a GC airship for initiation and signalling that the Tower is available in that area to look for.
Up to 5 full parties could enter the tower and work together to destroy 5 "cores" located at different sections of the Tower. Head, Arms, Legs, Torso and Heart. Each "core" section would have the same route through the Tower, along with the garbage mobs and mini-boss remaining the same throughout. The final "Core" bosses would have a standard moveset, with 1 special ability that sets them apart from the other "Cores". Trash mobs should be fanservice like Puppeteers, Armadillos, Goblin Captains and of course, the Mystery Egg which could spawn any combination of mobs throughout the dungeon.
Mini-boss: ADS Eye
Instead of a Security Eye mob, I think it would be cool to have one of the main bosses before the "core" be an ADS, hence "ADS Eye". Upon battle initiation, ADS Eye will cast Alarm, summoning an elite version of a random mob found inside of the dungeon, and will continue casting Alarm every minute. ADS Eye will have a normal ADS move set, sans T2 special moves (Rot, Ballast, etc.) with it's special move replaced with Alarm. So High Voltage and AOE lines/circles are still there. To encourage dual tanks, when the Alarm mob spawns it will be located right next to ADS Eye that summons it. Close proximity to the ADS Eye causes the elite mob to get a large determination bonus with a 10 second timer. If the 10 second timer depletes while in the general area of ADS Eye (lets say 15 yalms for the sake of adding a number to this), the determination buff becomes permanent on the add, and ADS Eye gains a stack of Timewarp which decreases the interval of Alarms by 10 seconds per stack. Unlike Alarm from FF4, where it is always the same mob that spawns throughout each Security Eye fight, ADS Eye can summon any random mob from the dungeon at any time Alarm is cast, therefore adding a bit of random into the fight. Armadillo Elites could perform tail whip moves, and Puppeteers could call out more puppets so if DPS isn't focused it will be tough to kill them all before the next Alarm reset.
It's intended for these "elite" trash mobs to basically have their same move sets as the regular trash mobs in the dungeon, with an increased HP pool and the initial 10 second Det buff so healers don't get lax. Keep in mind that the elite mobs with focused DPS, should be easily downed in 20-30 seconds each (20 seconds for overgeared group and 30 seconds for ilvl group), which should allow ample time to focus on the ADS during 'no alarm' lulls. The main idea is for the chaos that ensues to be the real mechanic. Tanks managing to separate the add from boss, healers keeping everyone up and DPS focusing as a unit to keep the flow of enemies on screen at one time to a minimum, with Focus Target on ADS so High Voltage doesn't ravage progress. High Voltage would also have a natural longer time between recasts.
After the mini-boss, the route you take will need to have a few branches in order to collect keys to enter the "Core" room's final door. These keys would be named appropriately for the "Core" piece you are destroying. Up until collecting the keys, you won't have any idea of which "Core" you are fighting.
Heart key names: Left Atrium and Right Ventricle
Head key names: Cerebrum Key and Cerebellum Key
Arms: Left Bicep and Right Forearm
Legs: Femur Key and Achilles Key
Torso: Chest Cavity and Abdominal Recess
Final Boss: "Core" x 5
*disclaimer* The final boss fight actually more resembles the final boss of the "Giant of Babel", but is really just a continuation/ending of the same area broken up into 2 separate sequences in FF4
The final boss will look like a machine resembling an "Allagan computer" with a projection visual of the body part you are trying to disable.
Visualzations:
Head - Brain with eyes, where the eyes are constantly focusing on different characters on the map.
Heart - Pulsing heart, the closer to death the Heart Core gets, the faster it pumps.
Arms - Left and right arms. Left arm points menacingly at the party during battle, and right arm flexes periodically.
Legs - Left and right legs. Performs dance step routines whenever a player is hit with an AOE attack.
Torso - A brick wall. None shall pass. >)
The battle arena will be set up like a laser grid, with perforations in the floor dissecting itself into small squares. The main attack of the Core will be to use the floor lasers as AOE indicators. I would imagine anywhere from 10-20 different combinations of floor lasers to be randomly used throughout the fight, causing each player to think on the fly. General tactics would be to try and stay centralized and not be positioned at the edge of the room, so you aren't caught in a grid pattern you can't escape from. This attack should do a considerable amount of magical damage depending on your ilvl. Ilvl appropriate dragoon (lowest Mag Def) would take about 2.5-3k from this hit. Approximately 45 seconds in between laser blasts. The perforations in the floor will act as the AOE indicator, and the outline of the grid that will be blasted will be lit up so players know to get out of that area.
At about 75% HP, the Core will summon an Attack Node and a Defense Node simultaneously.
Attack Node will randomly target party members with gunfire every 2-3 seconds, dealing close to 1k damage with each shot if not tanked. DPS will NOT be able to generate enmity on Attack Node. Only PLD or MRD can generate enmity with their normal tanking moves. As long as Attack Node is being tanked, it will focus it's shots at the tank but the shots will be charged and do about 2.5x damage, with an area blast effect for half that, in case everyone must dodge a laser grid by stacking on the tank. Shot intervals increased to 4-5 seconds due to the charging of each shot.
Defense Node will charm a party member every 10 seconds if not tanked. Charmed party member will force-spawn a random laser grid each 5 seconds until Charm wears off. Charm can NOT be dispelled, and will last for 30 seconds. Tank has 10 seconds to establish hate before Charm is cast. DPS will NOT be able to generate enmity on Defense Node, similar to Attack Node. You must have 2 tanks in the party, so each can tank a separate node. Defense Node will do minimal damage with auto-attacks to it's tank, but will focus on healing the Core and the Attack Node. The Defense Node can heal itself, but if forced to do so then it will gain a de-buff called Woe of Self, where it can't target itself to heal for another minute. Defense Node heals are a base 35% of HP recovered, so it will be impossible to ever kill Attack Node or the Core while it is up. In cases of severe overgearing, where you do take out one of the other two before the Defense Node, it will immediately cast Regenerate and bring whatever died back with full health.
After the Nodes have been killed, the Core will absorb them. From Defense Node, it will gain the ability to Charm party members if not effectively tank swapped. Tank can get 3 stacks. Stacks cause mitigation debuffs that make moves hit harder. From Attack Node, it will gain the exact attack ability used by Attack Node. If tank gets a 4th stack before a swap, Core will Charm a random person and one-shot the tank with it's charge move.
At 45% HP, the Core you are fighting will perform a special attack corresponding to which type you are in battle with. Expect the special moves to generate about the same amount of damage a primal limit break would cause if you successfully beat the check. The visualization on the screen will disappear after this attack is used, because the computer is effectively breaking down.
Head: "Telepathy" - Head Core charges it's Telepathy attack, and lifts all party members off of the ground, tips them upside-down and drives them into the ground head-first. This causes a de-vulnerability de-buff for 1 minute on top of the initial damage. Being hit with a laser formation or an Attack Node blast from the Core will one shot will the de-buff is active.
Heart: "Cupid" - Heart Core readies a volley of arrows, each player being pierced by one, and causing Bleed damage for 2 minutes. Bleed damage mechanic to work identically to a Poison mechanic, cannot be dispelled, and will tick with damage equivalent to be twice as powerful as what a Regen can cure for.
Arms: "Reduce" - Arms Core will smash the ground with both fists (visualization from the screen) reducing the size of the battle arena by 33%. Shockwaves emit from the blast to cause the party damage.
Legs: "Hyperdrive" - Legs Core will launch into the air, and slam the ground causing party damage. The visualization will then be absorbed by the computer, and making the laser grid charge it's formations quicker than before for the remainder of the fight.
Torso: "Impenetrable" - Torso Core's brick wall visualization projects out onto the field of battle, and crushes all players dealing party damage. The visualization will then be absorbed by the computer, giving the Core a 15% Defense increase for the remainder of the fight.
At 25% HP, the Core will cast a room wide laser grid formation that is unavoidable, and deals 1.5x the damage as a normal blast. Party buffs will be needed to survive through the blast.
Once your "Core" is defeated, you will disable your piece of the Tower and a teleport icon will appear to bring you back to your airship. Since parties will inevitably finish their "Cores" off at different times, an Airship mini-game will occur for members who have already finished their Duty. All 8 members will be able to man a cannon on the Airship, and decide to attack a body part of the Tower from the outside. Cannons have a 45 second re-load timer. If all 8 shots from party members land on the same area of the Tower, you can cause a 20 second interrupt in that Core's laser grid and a 30 second "Disoriented" de-buff on any of the Core/Nodes that are still alive. Disoriented will act like a Slow.....except actually work. Disoriented move's take twice as long to perform.
When more party members defeat their Cores, there will be more cannons to help out who is still inside. If 3 teams finish and disable their cores, and 16 cannon shots hit the same core's body part it will cause the Disoriented de-buff and 15% HP damage to the core. If 4 teams finish and disable their cores, and all 4 teams target the remaining core's body part with 32 successful cannon blasts, it will cause detrimental damage to the Tower and destroy it from the outside. These are used as precautionary moves, to safeguard 3-4 successful teams being denied completion of the Duty because the minority of the alliance is struggling.
Once all cores have been defeated, a cutscene entails showing all 5 Airships (with the first team to finish their Core being in the front of the pack) reign cannon fire on to the Tower of Allagan and bringing him down before reaching his target.
Could probably use some polishing, and I'm sure all of these mechanics could use tweaking. I used general numbers for times that I thought would provide a challenge but not be impossible.
Thanks if you read all of this haha.
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