Which classic summons do you picture as primal content and how do you envision their battles?

Considering XI brought back the concept of fighting (also running around doing quests rather than just buying them/leveling into them) summons to obtain them and XIV is also using this tactic in the form of Essences and Free Company summoning I always wondered what some of the older fights would be like reinvisioned. For example Diabolos/Alexander/Fenrir.

For reference:
https://www.youtube.com/watch?v=IPNkeVF7em0 - Diabolos (CoP version).

His battle arena eventually gives away and you have to properly place yourself or you'll fall to a pit of a gangbang not of your wildest fantasies unless you're into that kind of thing.

FFXIV Version - The way I see it is much like in FFVIII you need a catalyst to meet with him, which in that game was the lamp. Here though you and your entire party zone into the inn and select the ??? option on the bed after accepting a quest and you all "go to sleep" and wake up in a dreamworld version of x local where you meet and battle Diabolos. This is assuming he'll keep his "realm" of the dreamworld.

Fenrir - You obtain all of the 'essences' of avatars and get a moon bauble which opens the full moon fountain where you fight the moon (dark) avatar Fenrir who also has an issue with Carbuncle. Normally while Summoning was eventually outlawed, Summoning fenrir was thought to be impossible and very risky to the point it will kill off the summoner. His battle field is nothing special but he was one of the tougher avatars to challenge back in the day.

FFXIV Version - When a summoner obtains all of the present essences at the point of his introduction (assuming he's a primal) you can travel to the floating city (name escapes me ><) where you'll fight him on a moon lit night that changes based on the current moon phase which will also affect the power of his 2hr to a certain % (so people don't try to wait a handful of days to spam him on lowest strength.)


So while we know very little about Summoning in ARR, the battle content could do a hell of a lot in terms of storyline as well even if they're roaming instances. If they want this to feel like a FF game, it's the battles and story tied to them that will do this most.