RNG pathways through the dungeon with a different boss fight for each path. The path that opens changes each time you play. It will help keep the dungeon feeling fresher without rhe rage from people who want max efficiency and rage over branching pathways.
Another idea, airship under attack!
The entire dungeon is getting the airship from a to b in one piece. Random boarding P/incoming attacks from different locations. Turrets to be mounted. Boarders to repel. Maybe utilize Bismark mechanics to draw in a larger enemy to beat down.
If the airship breaks, it’s a wipe to a certain checkpoint.
Maybe 3-4 checkpoints with bosses each. Even randomize the different chunks so your not sure what will hit first.
Could go 1 further to allow the party a choice of route as they go with each route offering some variation of enemies or rewards.
...it’s basically similar to treasure hunt dungeon except the dungeon platform itself is “moving” with the party.
Last edited by kaynide; 09-19-2020 at 04:57 PM.
I would have a dungeon in the west shroud. We need more of that old place in the game.
Setting-wise, I really would've liked to see "hard" versions of some of the SB dungeons like Bardam's Mettle (Perhaps we could delve deeper into the ruins that comprise the latter third of the dungeon).
As far as the dungeon mechanics go, I like interesting trash mobs that do things other then just the basic telegraphed AoEs, especially the miniboss sort like the ghost at the end of Sirensong Sea. Environmental hazards that threaten the player and/or can be used against the enemies also spice things up a bit.
For example an ARF hard that revolves around a false viceroy that would trap the player by means of an attempt to get Garlean-controlled Azys Lla to surrender (and causing allergies to the boss to inflict vuln stacks to it)
Or a Mt. Gulg hard that revolves around predatory real estate speculation, and where you need to cause heart attacks to adds so that the boss can kill them with bypasses.
In both cases they need to have EX-level DPS or heal checks for these to actually deserve the hard label as well as their spots in the expert roulette.
I would take Guk, Unrest, SolA, SolB, Sebilis, or Karnors Castle from Everquest, slightly re-skin it, make the mobs level appropriate, and be like "heres the best dungeon in your game, you're welcome"
I would take some inspiration from the Bitterblack Isle from Dragon's Dogma - Dark Arisen. For instance while you are killing trash, there's a chance of a rather hungry monster joining the fun and charging all over the place. It would be untankable and require people to be quick on their toes to avoid being eaten. As for layout there would be multiple paths and approaches to each boss room. Some quick, some winding with extra monsters and loot. Of course if there's treasure chests a few of them should be mimics!
With regards to the mini boss encounters, depending on kill speed there may well be more than one to really mess with the party. The main boss rooms could have things like ballista's/cannons that can be used to temporarily stagger the boss. However not using these would lead to extra loot from the extra challenge.
If the boss is a tall monster then perhaps an arena with balconies around it that allow you to hit it in the face rather than stabbing it in the toes. This would do more damage than staying at ground level, at the expense of splitting the party and making healing an issue. The tank would need to stay at ground level in order to keep aggro, meaning that the healer would need to be with him rather than chasing the DPS around up top.
To begin with, I will make the damage hit harder and faster across the board so the healer doesn't fall asleep. Maybe a couple of mobs with % damage attacks.
I would add some mechanics and actual challenge to the bosses. There are 3 boss fights and you fight 2 from a group of 4 then the final one.
I would have it so the route through the dungeon goes through a couple of different paths, and different monsters/bosses could appear apart from the last one which is fixed. Gear loot would be the same either way, but glamour loot etc would be variable
A miniboss with bonus loot like the treasure dungeons can sometimes appear. He gets a buff for every normal mob still aggroed.
A debuff that forces everyone to cast a damage spell once every 30 seconds in combat.
Varied mobs. Some won't aggro to the tank, and aggro to the dps. unless there's no dps. Some of these will need to be split apart. Others will be immune to aoe damage.
Some will need a sliver of CC to be easier to deal with.
Unfortunately none of this will ever happen with the 14 dev team.
Tomb Of Horrors: Final Fantasy Edition.
"There was a black hole in the statues mouth, player X has been defeated"
The whole dungeon is one giant trap, existing for the sole purpose of killing everyone and everything that enters, traps upon traps upon traps stacked on top of traps with extra traps for good measure.
And memes. All the things the playerbase has historically had trouble with coming back to haunt us.
Titans landslides? Yep, got those.
Ridorana third boss and it's math? Got that too.
Divebombs? Yep.
Then laugh, laugh at the death and destruction that ensues. Memes! More memes! More traps! More deaths!
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