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  1. #1
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by ZakarnRosewood View Post
    I think this encourages a very static battle, sit in one place and spam attacks. I'm hoping for more dynamic fights in ARR, ones that include needing to move about and reposition yourself. Like this knock back stuff I read about.

    Instead I would prefer to see something where elevation and terrain will be taken into account. A dragoon will do more damage with his jump if he does it off of a higher elevation than the enemy, Same with archers. Lightening will do more damage if the enemy is standing in water. The enemy can knock you off your "perch" as an AI strategy, or you can knock them down so they dont have the advantage over you. Like they did in FFT: War of the Lions.

    Thoughts?
    Wouldn't those fights again lead to a "just drag the mob next to the cliff/in the water, then fight it there" scenario?

    You should be focusing less on situational bonuses, and more on designing monsters themselves that require movement and positioning. Adds, conal/directional attacks, pillars of flame, target-switching, resistances and weaknesses, etc.

    These will do much more do make battle interesting than requiring the party to do a one-time repositioning at the beginning of the fight, and then having to keep the mob in that same place the whole time.
    (2)

  2. #2
    Player
    ZakarnRosewood's Avatar
    Join Date
    Aug 2011
    Posts
    1,021
    Character
    Za'karn Riskbreaker
    World
    Zalera
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Wolfie View Post
    Wouldn't those fights again lead to a "just drag the mob next to the cliff/in the water, then fight it there" scenario?

    You should be focusing less on situational bonuses, and more on designing monsters themselves that require movement and positioning. Adds, conal/directional attacks, pillars of flame, target-switching, resistances and weaknesses, etc.

    These will do much more do make battle interesting than requiring the party to do a one-time repositioning at the beginning of the fight, and then having to keep the mob in that same place the whole time.
    Absolutely, It would necessarily depend on the enemy AI. They would need to recognize when there was danger (ie, first lightening bolt in water, does AoE knockback, escapes to higher ground) you might need to knock them back to the area you want them in and they would have moves to get themselves out of the situation.

    It was just a thought to break up the "tank and spank" method. I'm not saying every enemy or boss would need this to defeat it, just add an extra dynamic to battles. Heck, even have Titan changing the landscape or have pillars we can know over to get higher ground.

    I was hoping to inspire added dynamics instead of excuses as to why adding more ways to play would be bad. oh well...
    (0)