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Thread: new boss idea

  1. #1
    Player
    Morticous's Avatar
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    Morticous Trucido
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    new boss idea

    They should add in a boss thats weakness and immune properties change during the fight. Starts out weak to fire.. then weak to wind.. then weak to magic all together. Then physical attacks.. i think you get the idea.. anyway this would encourage more diversity in the party you have to defeat it instead of just stacking jobs. Would also be a little different then plain tank and spank.
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    Morticous - Senior admin of.... well of nothing. (cool picture here)

  2. #2
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    Nix's Avatar
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    I like this idea! Would be nice if the boss switched out randomly too instead of following a set pattern to keep people on their toes >:3
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    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  3. #3
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    Quote Originally Posted by Nix View Post
    I like this idea! Would be nice if the boss switched out randomly too instead of following a set pattern to keep people on their toes >:3
    Exactly, this is the idea. Unpredictable!
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    Morticous - Senior admin of.... well of nothing. (cool picture here)

  4. #4
    Yeah pretty much every FF game (including XI) had bosses like this so I wouldn't be surprised to see it happen in 2.0 at some point.

    Especially bosses that require something else to be done before you can damage it or have different modes, i.e in XI Proto-Omega will either be bi-pedal or quadaped which affects how much and of which type of damage he took.
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  5. #5
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    Funnily enough I was having a conversation with a friend about different types of boss battles and what would be really fun.

    Having an enemy with rotating (but random) immunities would be kinda fun, this would include elemental, weaponskill, physical, magic etc resistances and immunities which would change during the fight but then we got to talking about 'mob psychology' (I guess that's the right term? I have nooooo idea. . .)

    Mob psychology being that a mob/boss/whatever would react in a certain and random way to say a weaponskill by fleeing from the person who executed it, or running away from a party if it took damage too quickly.

    It sounds kinda convoluted and complicated, but I'd like to see bosses added to the game where each fight is going to be totally different in a sense that you really can't predict what'd happen next.

    I loved the complexity of some bosses in final fantasy XI but after you'd got the pattern down it was still the same fight over again. I hope 2.0 brings us something fresh, fun and worth going back to over and over♪
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  6. #6
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    SwordCoheir's Avatar
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    Quote Originally Posted by Morticous View Post
    They should add in a boss thats weakness and immune properties change during the fight. Starts out weak to fire.. then weak to wind.. then weak to magic all together. Then physical attacks.. i think you get the idea.. anyway this would encourage more diversity in the party you have to defeat it instead of just stacking jobs. Would also be a little different then plain tank and spank.
    Reminds me of the final boss in Dynamis Quifm. He was resistant to things unless you beat certain NM's/Elementals.

    I wouldn't mind a take for a randomized resistance/immunity, while I know it's luck based it would make players think a bit more on their feet and offer a different level of challenge. Maybe take it a step further and randomize a selection of moves that a mob uses per battle, one might do Eye of The Beholder type moves and spare the onslaught on close ranged DD's, another time the mob might only use single target moves making it friendly for everyone, or a 3rd might spam both close and far ranged AoE's making it a brutal challenge, it would definitely add a bit of spice to the development and challenge of the mobs while giving players a chance to actually participate in a manageable fight every now and again.
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    Last edited by SwordCoheir; 05-25-2012 at 10:39 AM.

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  7. #7
    Player
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    I like your way of thinking Coheir! X3
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    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  8. #8
    Reminds me of the level up mechanic on some bosses in Abyssea and Voidwatch. Letting a boss level up too much = pretty much an impossible fight and the way they leveled always varied, for example Apma (Chimera) would level up every time thunder magic/WS hit it and that pretty much meant game over for your party, since even once is too many times. The way to prevent that was to stun his casting/don't cast on it (it's harder than you think to get people to not use a certain element cuz it's strong..) and pretty much exploit it's weakness.

    Same with http://wiki.ffxiclopedia.org/wiki/Indrik, anyone who played XI at this time has fond memories of their first encounter with this. SE has it in them to make some interesting boss encounters, the problem lies with how they're going to handle people choosing to class stack instead of varied setups..

    >__>
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  9. #9
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    I quit XI right after the first Abyssea release ; ;, I missed out on some fun boss fights it seems! haha

    I'd love to see this kind of thing in XIV it looks really fun X3. Hell even as part of solo content too might be fun, kinda like Solo GC leves (but that's a whole other kettle of fish for another thread!)

    I am hoping that if SE does start to release some interesting bosses that people will naturally stop stacking classes so badly since they will be pushed to be varied in a sense (we can dream . . . haha) but if SE can find a way I'm all ears!
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    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  10. #10
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    I'm obviously not against SE making awesome boss fights at all but really this class stacking thing was addressed with Garuda. When you fight her the "proper" way then you see that you need a variety of magic/physical damage, BLM/MNK role can be shared by either job, you need to have melee with a strong aoe so that's your DRG/WAR, she has no aoe that punishes properly positioned, close range melee and in fact ranged classes have the hard time of comboing. BRDs will be the most likely stacked classes since both their buffs are very handy in the fight, but due to being out DPS'd by every other class they are not optimal at all past the 2x for the buffs and to be honest I might even argue past 1x since last nights hotfix, but I don't know yet. All of this was undone by the community due to a broken mechanic though and the willingness to justify it went against what all these posts asking for harder content and more diverse setups were saying.

    Nothing against the ideas in this thread nor the idea of more dynamic and interesting content in 2.0 though my concern is the culture of class stacking that SE has bred with the past content as much as it is with the battle design team though. Well alright maybe it's 60:40 battle team:community lol.
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    Last edited by Baxta; 05-25-2012 at 11:57 AM.

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