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  1. #1
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,134
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    I mean it's a game so you can do all sorts of arbitrary things if you want to bamboozle players:

    - A tankbuster that punishes if the tank is in their tank stance

    - An attack that punishes players with full health

    - An attack that punishes every player with a self-buff, or punishes every player without a self-buff

    - A damaging move that can be mitigated by performing the appropriate behavior when it hits, but the correct behavior is determined individually for each player in accordance with which of the Twelve they aligned themselves with during character creation. For example, Halone players must be moving, Azemya players must be standing near another player, Nymeia players must be standing still, Nophica players must be away from other players, etc.
    (0)

  2. #2
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,025
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    - A tankbuster that punishes if the tank is in their tank stance

    - An attack that punishes players with full health

    - An attack that punishes every player with a self-buff, or punishes every player without a self-buff
    There's a separate thread for bad ideas.
    (2)

  3. #3
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think the best way to create new mechanics is to experiment with arena design. We've been seeing one of these 'variable' arenas for one fight each tier lately, although it would be more interesting if tank positioning/movement played an active part.

    Visual tells are another way to make fights more interesting, especially if you remove boss cast bars as well.

    I personally really like creative mechanics around undeath. Forgall from Mhach had a nice Necropurge/Megadeath mechanic, and Neo Exdeath likewise had a Living Dead styled mechanic in Beyond Death. Speaking of Neo Exdeath, it's much more interesting to integrate tankbusters alongside other mechanics rather than to have them go out in isolation when everyone else is in downtime.
    (1)

  4. #4
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    Quote Originally Posted by Lyth View Post
    I think the best way to create new mechanics is to experiment with arena design. We've been seeing one of these 'variable' arenas for one fight each tier lately, although it would be more interesting if tank positioning/movement played an active part.

    Visual tells are another way to make fights more interesting, especially if you remove boss cast bars as well.

    I personally really like creative mechanics around undeath. Forgall from Mhach had a nice Necropurge/Megadeath mechanic, and Neo Exdeath likewise had a Living Dead styled mechanic in Beyond Death. Speaking of Neo Exdeath, it's much more interesting to integrate tankbusters alongside other mechanics rather than to have them go out in isolation when everyone else is in downtime.
    Maybe tank busters trigger another mechanic once they go off and it is up to the tanks to play accordingly for best results!
    (0)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  5. #5
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    I think the best way to create new mechanics is to experiment with arena design.
    E4S, definitely not the hardest but imo still the best savage fight in Shadowbringers.
    (0)

  6. #6
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    In general, I'd like to see more "chaotic" mechanics or things with less strict patterns. I think my favorite singular mechanic in all of Endwalker was during the fight with Shishioji on Mount Rokkon where dozens of very thin line AOEs fire across the arena in all different directions, creating a large, semi-random pattern that can be easy to get clipped by. I want more mechanics like that--stuff where it's possible to avoid, but expected that you will take a few hits and to not punish the player for taking some. Another similar example from Shadowbringers would be E5 Normal, where the battlefield gets sprinkled with a bunch of small, briefly telegraphed circular AOEs where lightning strikes, and you simply dance around them.

    I want fights to feel more like I'm battling against a threat, not performing a dance recital with my opponent. It stops feeling like I'm fighting things. Or where it feels like there's an actual battle going on because there are multiple smaller things happening all over. Thornmarch is another example. I know people never liked it because of how you had to lower all the moogles at once, but I really liked the actual mechanics of that fight.
    (1)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  7. #7
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,285
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Within what we currently know the combat system might accomodate:

    - More fights with constant damaging raidwide auras. This gives the regen healers more of a spotlight.
    - More fights with priority adds. Not the 'add phase' that we see mostly, which looks like more of an 'intermission mini enrage' rather than handling both boss and adds at the same time.
    - Stuff that only a ranged unit can do, like killing a certain target that is off reach by everyone else before it explodes.
    - Halfway throuh the encounter, the party needs to distribute in groups of [(main tank + main tank's healer) / (off tank + 1 melee) / (1 melee + 1 ranged) / (flex dps) ] over platforms surrounding the boss. The other healer is not assigned to a group specifically and needs to be on the run periodically across platforms to triage everyone's unavoidable damage, and keep in check which platform will be assaulted with aoe next.
    - Boss always directs the tankbusters at healers or at the dpser with the highest damage output and the offtank needs to help soak them.
    - Boss periodically heals or esuna themselves off people's dots, so the tanks and phys ranged interrupts are actually useful.
    - 'Healerbuster' assaults on healer's MP bars (probably only if actual MP management becomes more of a thing).
    - You need to beat the last 20% health of the boss FAST. The 'enrage' is just a periodic raidwide every 10s getting stronger and stronger until it becomes impossible to heal, that while doing the mechanics.
    (1)

  8. #8
    Player
    MonteCristo's Avatar
    Join Date
    May 2011
    Posts
    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    Found it! It was turn 2 coils

    https://youtu.be/mqP2ooPB9ys?si=II1Ni7B7uTFajXXy
    (1)
    Death Is Only The Beginning....

  9. #9
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    Quote Originally Posted by Mikey_R View Post
    I don't remember exactly how it works, however, Allagan Rot from T2 is the first thing that sprang to mind.

    To add something else to the discussion, something I have mentioned in the past is stuns/interrupts being useful, but not in the way that they stop an attack, but they change properties of it. As an example, a raidwide does massive damage, but, if you stun it, 50% of the damage goes out as normal and the last 50% goes out as a DoT over, say, 15 seconds. Whether something like this could be coded in the current engine is unknown, but it would shake up the dynamics of a fight, especially if you had different effects based on stuns or interrupts.
    For this hypothetical, let's say the mechanics aren't limited by code or at least the code can accommodate it-

    I would love if stun had more uses- too often I find myself itching to use it and finding it does nothing. I love interrupt. It's a skill I miss having when not playing bard, machinist, or gunbreaker. Sometimes I think whenever I play redmage: "man I would love if redmage had interrupt" (disclaimer: I have no idea if interrupt would be good or bad for redmage)
    --

    Quote Originally Posted by MonteCristo View Post
    watched into this video and yeah it is similar, though the version of debuff I wrote is less about juggling who does and does not get it and more about curing as soon it reaches a certain point. Though, in essence it is the same- a debuff that acts like a disease. Thanks for linking the video!
    (0)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

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