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  1. #41
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Quote Originally Posted by StouterTaru View Post
    A lot of FFXI hard bosses had a move that would slap down a tank but took a short wind up, so they were kited around. One of my favorite fights was kiting Kirin, pulling hate as BLM and running like hell. I would like to see one of those in FFXIV.
    Kirin wasn't hard at all. Many LS took like 2 alliances sometimes even 3 if it was on of those huge LS to him them meaning you really couldn't ever run out of bodies. There was no consequence for death you just got a raise he could be kited forever. This was another fight that didn't take any skill skill compared to how advanced FFXIV fights are.
    (0)

  2. #42
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,459
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Zumi View Post
    Kirin wasn't hard at all. Many LS took like 2 alliances sometimes even 3 if it was on of those huge LS to him them meaning you really couldn't ever run out of bodies. There was no consequence for death you just got a raise he could be kited forever. This was another fight that didn't take any skill skill compared to how advanced FFXIV fights are.
    Kirin fight was directed at the OP of boss mechanics I would like to see, not an example of a hard fight from FFXI. Although if you didn't throw 2-3 alliances at it, and took it on with 10 people or so there was little room for error.

    Some of my favorite fights from FFXI were exp party spawns NM, and takes it on. Or the BC fights where you didn't have a full alliance plus alternates to swap out. The big HNMs were like the S rank hunts in FFXI, except with the claiming mechanic and swapping people into alliance.
    (0)

  3. #43
    Player
    Catsby's Avatar
    Join Date
    Aug 2014
    Location
    Windurst
    Posts
    85
    Character
    Catsby Cattington
    World
    Goblin
    Main Class
    Conjurer Lv 70
    XI had plenty of sidestepping AOE but it wasn't painted onto the terrain for everyone to clearly see.

    Overall I don't think XI bosses are harder than XIV bosses. I'm pretty sure they were actually much easier but you would never know since you couldn't spam them to the extend that you can in XIV. Think about it, if you fail at <insert your turn number here> what's stopping the group from trying again if everyone wants to? In XI there were triggers that needed to be collected, meds and resources that needed to be prepared ahead of time and sometimes a 24-72 hour lockout after the first attempt. Things always seem much more difficult if you don't (or can't) practice them over and over.
    (0)

  4. #44
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Nefarian's class call-outs from WoW. That boss would "call out" one of the classes within your raid comp, and different things would happen depending on what class is called out.

    In FFXIV tems: calling out DRGs could make all DRGs jump, putting three of their jumps on cooldown (Jump, Elusive Jump, Spineshatter Dive) and causing them to take fall damage upon landing. WHM cures would deal damage to party members if the boss were to call out WHMs. The boss would become invincible if the boss calls out PLDs. Any WARs in the raid would go berserk and start attacking party members. And so on.
    (0)
    * 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)

  5. #45
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    XI has more tactical thinking when it came to what to do to said monsters, the rotations were also a lot longer as you were juggling damage/debuffs/buffs. Combat was slower in terms of "something always happening" though, which allowed for recovery.
    XIV has more memorization and scripted fighting, but less to juggle in terms of debuffs and buffs. Combat is faster in terms of "something always happening" which makes recovery less likely.

    Neither is harder than the other, however they offer drastically different play styles, honestly there is no reason why XIV cannot have the gameplay style of XI from time to time, with more focus on the player's tactical skill and less on our reactionary skill.
    (0)

  6. #46
    Player
    MagnamStyle's Avatar
    Join Date
    Mar 2015
    Posts
    14
    Character
    Liberta Wilder
    World
    Tonberry
    Main Class
    Gladiator Lv 51
    A boss where he splits himself equal to the amount of players in the field so you'd have a 1v1 match,
    you must either survive this phase or kill the target by yourself

    ganging up on 1 clone would 'merge' the focused target with the number of attackers' 'ignored' clones -1(the original target) and it's stats increase would exponentially(not additively). you can only help in killing the others once you're done with your own 'duel'.

    the boss then gains a minor strength boost if he manages to win a 'duel'

    or how about some Sea/Ocean battles? it can be that everyone has a fixed ship and you have to choose upgrades until the end of the dungeon(resets at the end).
    (0)

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