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  1. #11
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by kehn View Post
    well.......... remember T7 nerf? lol. I don't think they would remove tether, maybe just lower the damage it does when you get too far.
    They were talking about Cyclonic Chaos from T10, not Nanospore Jet from T11.

    Anyway, it really is difficult to imagine much nerfs to the mechanics due to the way FCoB was designed. Adjusting them would be a really difficult task for the developers as to not disturb how they work. Heck, most of the fights in FCoB re-use the mechanics in the first phase, tweak it a little by adding something extra, then calling it a day. Damage-wise, like I said previously, is pretty much a given when it comes to nerfs.

    Edit:
    Just to reiterate on the whole 're-using mechanics' part (red for newly introduced mechanics);

    FCoB - Turn 1
    Phase 1
    • Wild Charge
    Phase 3 (After first add set)
    • Wild Charge
    • Heat Lightning
    Phase 5 (After second add set)
    • Wild Charge
    • Heat Lightning
    • Cyclonic Chaos


    FCoB - Turn 2
    Phase 2 (After Barofield)
    • Seed of the Seas and Seed of the Rivers
    • Nerve Gas
    • Secondary Head and Primary head
    Phase 4 (After Adds)
    • Seed of the Seas and Seed of the Rivers
    • Nerve Gas
    • Secondary Head and Primary head
    • Nanospore Jet


    I want to take this moment to applaud the developers for adding literally one mechanic that completely changes the way you interact with the other mechanics in previous phases while easing you into the new mechanic. I think that's the part I like most about FCoB.
    (2)
    Last edited by AdamFyi; 04-21-2015 at 03:09 AM.