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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    One thing I loved about Coil that was sorely missing with Alexander was that sense of journeying into the unknown.

    Coil was a mystery. What was down there? What will I find and how will I deal with it? "Holy crap, look at the size of that!" "It's you!"
    That's not entirely reasonable. Coil was a "mystery" because it managed to be something we had never seen before (crystals and technological ruins) in addition to being linked to story elements that were built up over the whole of ARR (read: everyone and their mother talking about the Calamity). The reveals also didn't mean much if you never played during 1.0. "Oh, it's that grumpy girl from the early storyline. Oh, some stuff about a dude she's looking for. Oh, so that's what happened after the whiteout..." etc.

    ------------------------------------------

    Something we should also talk about is raid dungeons as part of a tier. Coil and Alex were basically corridors leading to a boss and nothing else. I'd rather Omega be Stormblood's "tier 1" raid, then introduce something new for 4.2 and then finish it off with a third raid for 4.4. Of course, the challenge is in needing a cohesive story to tie the three different locations together; you'd need to introduce something near the beginning of Stormblood and have it pop up once in a while to build things up. It's also a resource-intensive approach.

    Quote Originally Posted by ADVSS View Post
    This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
    The trade-off would be making those adds hit really hard or create a kill priority via mechanics.

    For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.
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    Last edited by Duelle; 02-12-2017 at 08:39 PM.
    * 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)

  2. #2
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Duelle View Post
    The trade-off would be making those adds hit really hard or create a kill priority via mechanics.

    For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.
    Quote Originally Posted by ADVSS View Post
    This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
    I assert that it doesn't have to be adds that need to be killed at all to survive the ultimate in the first place, it could be done in a different way to what we have now. Not every fight needs or should have adds. But to be solution oriented here are a few ideas:

    1. The huge door mechanic during the first Diabolos fight in Dun Scaith. It's an entirely different take on the adds/ultimate mechanic and I actually think that part is pretty cool/interesting because it's a pretty dramatic moment even after having done it a few times.
    2. Having NPC's you need to keep alive or protect to decrease the damage taken.
    3. An idea that came to me during the Nael fight when he causes the giant tomelith in the middle. Create a series of increasingly difficult telegraphs that change patterns slightly during each attempt and each hit increases the damage taken by the ultimate.
    4. Or, here's a novel concept, how about we just have the ultimate straight up hit your group and the only way to survive it is through intelligent timing of cooldowns and your healer's ability to react?
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