Page 2 of 2 FirstFirst 1 2
Results 11 to 14 of 14
  1. #11
    Player
    DatPotato's Avatar
    Join Date
    Nov 2015
    Posts
    140
    Character
    Hazelmine Eynmoenwyn
    World
    Lich
    Main Class
    Monk Lv 90
    Chaos, from dissidia the normal one with his three themes, ( not the feral one)
    (0)

  2. #12
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Morningstar1337 View Post
    I'm a little curious. What ideas for mechanics could they put in place? A different type of DPS check? Removing some debuff that turns on otherwise pitiful attack into the ultimate? Hiding in another part of the arena?
    Removing a debuff that turns an otherwise pitiful attack into the ultimate would simply be a cleansable (possibly typal) vulnerability debuff, e.g. when demanding an Esuna or a tank-swap depending on timing and target. That mechanic we've seen before as well.

    We've also already seen some run to an unlit square (T1) or run from patterned AoEs (T9) kinds of arena mechanics, though I wouldn't be opposed to seeing more if they could help create an impressive raid aesthetic.

    As for different types of DPS checks, thus far all you have are hard and soft enrages overall (most), hard and soft enrages starting from a certain phase (T6), nukes based on remaining HP of adds or boss phase (A3S), hard and soft enrages based on adds (A4, A6S, etc.), adds that simply add raid damage taken and may or may not be ignored for a time (T4, A2), adds that synergize with the boss and may or may not be ignored for a time, and jails (Titan Ex, A3S). While that might sound exhaustive, that actually still leaves a fair bit, both mechanically and in impression.


    Some DPS check mechanics not yet seen:
    • Damaging something in order to generate a resource, defense, or healing. (Though both Levi and Ramuh have resources that damage against multiple adds help to retain for defense.)
    • Adds that can have conditional or situational benefits to the raid for a time.
    • Behavioral manipulation of mobs or bosses based on rate of damage dealt (rather than just %HP reduced total, creating %HP phases, which have still only been especially worth holding out for in T5, T6, and T7).

    As for arena mechanics:
    • Environmental factors both negative and positive, or either depending on the raid's current situation, to be utilized through positioning of both the raid and enemies, including the boss.
    • Greater use of cover (the only real examples to come to mind right now are T7 and A6), perhaps in an environment where pillars and such normally line-of-sight breaking objects can be placed via player and enemy positioning.
    • Manipulable enemy attacks (the ability to overcharge a core boss attack to throw off it's aim).

    Just a few examples for each.
    (0)

  3. #13
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Shurrikhan View Post
    • Adds that can have conditional or situational benefits to the raid for a time.
    Lost City of Amdapor: The blind flying boss.
    (0)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  4. #14
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,907
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    How about trials where you do not fight, but instead do something else?

    - Solving puzzles with the group
    - Jump puzzels like what GW2 has.

    Do we realy need to fight every time?
    (0)

Page 2 of 2 FirstFirst 1 2