1.0 toto-rak
different paths with different bosses and different loottables



Its just an idea pls think outside of the box. <.<




A Big Mirror
At 90%, he creates a copy of healer and of one dps . We need to deal with them.
At 60% he created a copy of tank and the 2nd dps. We need to deal with them too.
At 30%, he creates a copy of the full team. We need to deal with them too.
For each copy on the field, the mirror gains a damage buff and a defensive buff.
If you don't kill the copies when he invokes the next, that will explode and do 75% damages to the life of the character who has been copied.
The copies attack with auto-attack and have ours skills, so be careful![]()
Last edited by Ceasaria; 07-01-2016 at 04:03 AM.

so the mirror knights from dark souls 2 basicallyA Big Mirror
At 90%, he creates a copy of healer and of one dps . We need to deal with them.
At 60% he created a copy of tank and the 2nd dps. We need to deal with them too.
At 30%, he creates a copy of the full team. We need to deal with them too.
For each copy on the field, the mirror gains a damage buff and a defensive buff.
If you don't kill the copies when he invokes the next, that will explode and do 75% damages to the life of the character who has been copied.
The copies attack with auto-attack and have ours skills, so be careful
![]()
A biomechanical boss that regenerates hp faster the less health it has. Its hp bar has ~5 brackets (80-90%, 60-70, 40-50, 20-30, and 0-10). Once its hp enters a bracket it starts a soft enrage which ends after x seconds of its hp staying within a bracket.
The first one for example wouldn't require a lot of dps to keep the boss's hp in the specified range, just some dots, and an increasing number of adds will spawn until the timer ends making it a dual dps check - maintaining just enough damage on the boss while dealing with adds. The last one would require a lot of dps and would deal increasing damage to the group making it a dual healer check - dpsing and keeping the group up.
After a bracket timer ends a chunk of the boss breaks off and it becomes weakened, lowering its max hp (making the lower brackets a little easier) and giving the group a chance to stabilize.
Finally if the group outgears the boss they can skip brackets so they don't have to throttle their dps for each phase.





Similar to a dungeon in WoW where everyone gets a HUGE power upgrade to deal with the last phase of a boss. Everyone getting dps/heal numbers with a few extra digits.
Perhaps there could be a mechanic in this game that involves a raid member getting such power upgrade and other players have to support him with abilities (cards, tp/mp, crit buff, Stoneskin, devensive buffs, debuffs on boss) so he can take down enough boss health and survive it until the next phase. While supporting, the other members also take care of minor adds and trigger some environmental buffs of which there is a limited amount.
I also vote for this:
It reminds me of a boss that had a light/darkness swap and the boss had to be healed during one phase and damaged in the other.One that inverts all the partys actions. Healing moves would do damage and offensive moves would heal.
Boss would do massive damage, the DPS would have to heal the party and the healers would have to do X amount of damage to the boss (using healing spells) for the debuff to be canceled.
Can I list mechanics which I would not like in-game? Number one would definitely be any and all kinds of vehicles. Gobwalkers, gorilla suits, cannons and such things are not fun at all for me. I prefer not having to read tooltips mid fight when I already have abilities of my own that I could be using. Why can't the bombs be pushed back by Aero instead of a gorilla fist?
Last edited by Reinha; 07-01-2016 at 06:57 AM.
Graphics
MSQ
Viper
I'd like to see a boss with multi-layer mechanics. Kind of like how the first boss of Weeping but have it be 3 levels where each team has their own job to take care of. For example person on the lowest floor needs to activate switches to allow the other teams to climb higher or just being so massive that we each take a platform and the boss having 3 sides spins from time to time switching mechanics based on the side facing that alliance.
Another mechanic I would like them to look into is a stone-shatter effect. We already have some bosses who make use of the perma-death such as Titan and Leviathan. Have it where you get turned to stone but if your not freed from it you'll be smashed to pieces basically killing you for the rest of the fight. Idea of how it could work could be that once stoned you become a target and each attack pushes you around. You need to be pushed into a special light or AOE to free you before your killed but you could also use that player as a shield. Kinda makes me think the player could get a massive DEF boost but should his HP reach 0 the shatter will occur and can not be healed during that time.
Last edited by AlphaFox; 07-02-2016 at 02:16 PM.

How about a boss fight that isn't 100% scripted start to finish?
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