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  1. #1
    Player
    Sovi's Avatar
    Join Date
    Sep 2015
    Posts
    19
    Character
    Sovi Ana
    World
    Gilgamesh
    Main Class
    Scholar Lv 60

    Share Favorite or New boss mechanic ideas!

    Share Boss mechanics that spiced things up, you really enjoyed, or, ideas for new mechanics that might make a fun fight!

    Some ideas for new mechanics:
    For a boss in Alexander, some kind of "collect knowledge" mechanic that takes away your knowledge of an ability for the remainder of the fight.
    So after the first collection you would not "know" (be able to use) one of your abilities. To beat the fight you would have to use best rotations for the remaining abilities. Get away from the current rotation for one fight. Kinda like a level sink that just took one or two abilities that really impact your rotation to make people change things up.

    Or, keeping with the knowledge theme, maybe a boss that learned your attacks the more you use them. If you used the ability three times within so many actions he would become invulnerable to it. You would need to try to fit all your abilities into the fight for to avoid losing abilities.
    (0)

  2. #2
    Player
    Suhr's Avatar
    Join Date
    Aug 2015
    Posts
    9
    Character
    Suhr Zarek
    World
    Balmung
    Main Class
    Paladin Lv 70
    Fun

    I want Fun to come back as a mechanic
    (3)

  3. #3
    Player
    cynical_baby's Avatar
    Join Date
    Mar 2015
    Posts
    94
    Character
    Zoe Quintel
    World
    Lich
    Main Class
    Ninja Lv 90
    Some new area design would be nice. 9 of 10 boss fights are in a circle (or square sometimes). There are only a few exceptions like T1, T5, Batraal, Kraken (but still just some more circles).
    There would be some more space for new mechanics if they would involve the fighting area.

    - Maybe platforms that are obove each other, where casters need to be, to be save from a ground aoe that kills casters.
    - Or hidden corners where you need to hide for some aoe.
    - Or step into a shadow and dont move, so you are invisble for adds that pass by.
    - Or different rooms where you have mirrors that you need to adjust, to get a laser from room 1 to room 4 through the open doors.
    - Or a teleporter that can only be used by healers in the later phase to get them to a save room for some seconds. Everyone else dies and the healers need to use healer LB3.
    - Or or or...

    Just less circles and squares pls.
    (1)

  4. #4
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    my favourite fight is still T7, the whole having to look away for certain mechanics was different from anything we'd had til then, and we haven't had anything like it since. And less mechanics like digititis that even when done correctly sometimes don't register properly
    (0)

  5. #5
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    My favorite fights are ones where the raid has to split in to smaller groups to work towards a goal. A good example is one of the boss fights from WoW, one of the easier ones granted but it's the general concept.

    Your raid is on an airship battling another airship. One tank handles adds that spawn on your ship, one set of players takes the cannons to shoot the other ship, the rest of your raid has to occasionally board the enemy airship to kill an add that freezes your cannons. Everyone has a specific task they need to do to win the fight, I think fights with multiple roles like that are more engaging than a fight where everyone is just wailing on one large boss for 7-10 minutes.
    (0)

  6. #6
    Player
    ServerCollaps's Avatar
    Join Date
    Jan 2012
    Posts
    2,229
    Character
    Tiger Undie
    World
    Alpha
    Main Class
    Fisher Lv 100
    I wish there would be a boss who temporary casts reverse on the group and people have to take dmg to not die by heals which the boss uses on the group or sth like that
    (0)

  7. #7
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    Quote Originally Posted by Khalithar View Post
    snip
    Sounds a bit like Steps of Faith. Look how that turned out with the ability of most of the playerbase lol
    (0)

  8. #8
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Water Skiing, Hide from enemy sight (or die), Cannons, Emotes (some mechanic that requires you to do one), Jumping (Because its basically useless anywhere else. I want to jump over attacks dammit), Stop movement (kinda fun in the Rafflesia boss), Leg-it moments (running away can be fun too), Gauntlet (Bosses that spout little bosses if not killed fast enough, beatable, but takes a while), sliding (make it more interesting like going down a slope with controlled sliding, the way it is now just looks silly), flying mounts (why not make it a mechanic exactly?), True sight (item on the field that gives you the ability to see what isn't there, like bosses and weapons), Lifting ( liked it, actually made my character look like they can do something on their own :/ ), Fear ( I mean like genuine fear, bosses aren't as intimidating anymore, they just feel like puzzles that we need to solve and memorize...poor Steps of Faith, it was a step in the right direction, poorly executed), Healing damage (I don't mind healing an enemy for once, make it like in disgaea where the baddies stand on a reverse damage pad and being healed hurts a buttload), disappearing platforms (Make sure its a flying boss too, melee needs to move as well :/ ), Healing stacks (That leviathan mechanic rocked, definately different from the basic boring heal and get out the way gig, yeah yeah dps some blah blah stfu, my mp), Traps (mostly for giant bosses that move on a set course or follow along a huge field, trip bombs and cannons!), Climb (jumping is basically dead, give us a climb mechanic in a boss fight or something with animations), Hacking (apparently the Warrior of Light is pretty smart right? Have us access terminals to defeat a boss or stun it), Transform (like into a big monster. Frogs and chickens are funny....sometimes), Maze shift ( That's IF a boss will be set in a maze that would change and have players navigate together or sometimes alone), Body swap (Ha, take control of an ally and do their job for a set interval, that won't happen though, it'd be too much fun. ^v^ ) and Enviromental Hazards (Idk, spiked trap walls, guillotines, falling debris, interchanging enviroment that could kill you). Thats all I can think of right now. -_-
    (0)

  9. #9
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by randysquirrel View Post
    Sounds a bit like Steps of Faith. Look how that turned out with the ability of most of the playerbase lol
    Unlike Steps of Faith it sounds more interesting than being stomped on by a Dragon.
    (0)

  10. #10
    Player
    Heavensword's Avatar
    Join Date
    Aug 2015
    Posts
    34
    Character
    Samomo Samo
    World
    Tonberry
    Main Class
    Thaumaturge Lv 60
    Truth is there is not much new mechanics out there to put in aside from bosses just straight up dies as soon as you walk into it's visual range. A lot of the suggested ideas are just variation of current mechanics already in game:

    Terror/Long CC- fights like Ramuh, Satasha Hard, Lost City of Amdaporr, Pharos Sirius comes to mind. Group members has to free the targeted player with some special means.

    Charm- HaukKe Manor Hard, Quarn Hard, Amdaporr Keep Hard comes to mind, where boss forces a group member to betray their group and turn hostile for a short period.

    Doom- Quarn normal and Wanderer's Palace Hard comes to mind. Instant kill mechanic that can only be removed in a special manner.

    Form switching- Aetherochemical Research Center and Ultima comes to mind where the boss uses abilities of other boss encounters in game.

    Device management- Hakke Manor normal, various Coil encounter, Castrum, Steps of Faith, Fractal etc. where you need to activate special devices or weapons to damage/avoid the boss

    These are just a few of the more notable ones. Otherwise all encounters in this game boil down to DPS checks and avoid void zones.
    ------

    Some ideas this game can plagiarize from other games:

    Healing the boss instead of killing it- In WoW, a boss in Icecrown Citadel is an ally to the adventuring group instead of enemy. Goal is to heal her to full hp while waves upon waves of bad guys will swarm over to kill her. Raid's objective is to send their healers into the dream portal which the boss creates to receive super-massive healing buff to heal the boss while rest of the team keep the monster waves in check.

    Aerial Combat- A boss named Alysrazor in WoW. Initially the boss start as an Invincible target in the air harassing the raid group with aerial bombardment. A couple of DPS as to collect special device items to go airborne and shoot the boss down for rest of the team to engage. While airborne, the person must fly through hoops to refresh their airborne timer, buff their flying, attack, cast speed etc. etc.

    Minesweeper- In Star Wars the Old Republic, raid group is faced with a mine field where hidden landmines will 1 shot anyone stepping on it. One member of the raid group goes into a command booth with the overall battle area divided in squares. The goals is for this command booth person to use the limited number of minesweeper bots to identify the safe and danger zones. While minesweeper is activated, enemies were alerted, therefore rest of the raid group has to defend the minesweeper. Enemies also drops tools to deactivate a mine, so the raid group must figure out the quickest way out of the field before they run out of minesweepers or tools. Mine field configuration is randomize per raid lockout.
    ---

    For the sack of time and forum space I am going to leave it at this, hopefully some inspiration can be glean from this thread.
    (0)

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