Hello everyone.
With the Healer issues being on everyone's mind, I started brainstorming some mechanic ideas that could flesh out some of the encounters in the future.
Disclaimer, I actually find the healer kits are good, but the content doesn't require them to use them to their full potential.
This is meant to be more thought provoking than absolute, so I am going to discourage flat out "That can't be done" and more "How can this change so it can be done?"
With that being said, lets party. I will describe the mechanic and the idea behind the mechanic.
#1 - 60 second DOT on entire party. 5 Ticks will kill a player - The goal is to have healers weave between healing and DPSing appropriately.
#2 - Contagion DOT targeting one player - 4 Ticks will kill a player, with each tick transferring and refreshing the DOT on another player, while applying a debuff to make subsequent Applications of the DOT fatal. - Idea is to have party shuffle around to apply the DOT to each player until the Boss removes the DOT with an room wide or something
#3 - MP Damage via Green Stack Marker - Targets healer - Healers have to stack to reduce MP Damage to 5000MP Damage , otherwise it will completely reduce healer MP to zero - MP Management is a bit laxing, so make the boss reduce MP, and follow it up with a big attack so if the mechanic fails, it's more punishing
#4 Berserk Mode - You can apply this as a pseudo phase 2 for some dungeon bosses. Basically it increases Damage by 35% and Decrease Cast Time by 35%. You could apply this for like 3 attacks and have the boss just rhyme out 3 Partywides in short succession.
#5 Silence - We got the curative, so why not require its use - The Navigator randomly targetting a DPS mid fight and smacked em really hard. Why not randomly target a healer and shove silence on them.
#6 Silencing Tankbusters - The debuff I can't recall due to Deep Dungeons only having it, but essentially it silences melee and ranged DPS. The Tankbuster would apply this to the tank as a sort of pseudo-stagger adding the silence and a slow debuff, requiring Esuna to remove.
#7 More hazards in the middle of the Arena, not just the border. Requires some Tank responsibility and positioning for the Melees, and add mechanics to move them around. And I don't mean cliffs or death squares. I mean like Slow, Silence and Paralysis squares.
#8 Utilizing more debuffs around mechanics, requiring Esuna or Rescue.
That's all for now.
Thanks for reading, I love brainstorming, so I'd love to hear other mechanical ideas!

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