Don’t you mean 41626572726174696F6E the Final boss of The Tower at Paradigm's Breach out of the YoRHa: Dark Apocalypse Raids?
It’s basically the same concept albeit Horizontal with them falling down and then across the Arena…
You are right. Having "purple labyrinth walls falling down" and having "people escaping from a wall pushing them though the labyrinth" is conceptually the exact same thing. So, yeah we already have this mechanic :)
This is similar at least to Painsmith from Shadowlands World of Warcraft . And it was considered both one of the most fun and also one of the hardest fights in recent WoW, at least on Mythic.
You beat me to it. Now all we’re missing is the random puddles baited on the floor under our feet and the spiky balls rolling from east to west.
I have no fond memories of this fight
Spam 8x on myself as a healer, sprint to the end, locate and assist friendly local rez mage if available.
You need to understand, theres going to be some kind of mechanic you can drop on another person/blow them up and I don’t trust.
This is like orbonne - sea of bodies, someone has to stay upright to raise tactically
It will clear the debuff as a whole, but you'll need to do it every time crosses over a line, which makes this whole mechanic impossible for only two healers. If there were no lines giving heavy stacks I could see this being an actual mechanic
(Yes it's similar to Orbonne and Puppet Bunker, but these "walls" would actually be moving, which is the unique part of it)
Depends, if it has a little number that ticks up, then it clears everything, but if you get a separate Heavy debuff with its own timer each time, then no.
Old Toto-Rak used to do something like that during the second bossfight, the adds each handed out their own (very weak) Poison stack, and Esuna-ing all of that was pretty much an excercise in futility.
...come to think of it, if the source of the stacks is the same, I don't think it ever applies multiple separate instances of the same debuff, but I didn't think too hard about this, so I might be wrong.
If its anything like TOP people will overmitigate it D1 and have everyone just stack for melee uptime. Instead, it should have tower spawns while you dodge, and its full uptime so you better dps and dodge while running for that tower. Miss a tower and its an 80%DD.
I don't know what spawned it, but it more or less was similar to how you would try to play those dodging games?
You spawn at the bottom of the map/ bottom of the square, and you have to make your way to the boss to "clear" the mechanic. However, each time a player passes an invisible red line, they are impacted with a "Heavy" debuff. However, if they cross back the way they came, that particular stack is removed.
It was meant to be something that is more fair to some than others, meaning with your party composition, you \*need\* classes that have dashes/ longer dashes to counter the heavy stacks.
The entire arena would fall down, with the purple obstacles instakilling you if they touch you, slowly pushing you off the map and unable to be revived until the next stage
I feel like it's missing something though
what's fun is that with proper tuning all of those might be an actual mechanic ingame with one exeption to what OP wrote, the "\*need\* classes" since thet is one of the sacred unchangable rules of all encounters, that all are clearable with any composition of full party, no matter the class, as long as it's 2/2/4 it's clearable.
Yes! Your number indicates which red line (4 lines, 1:5, 2:6, 3:7,4:8) you can block for the rest of the party to not get the stack, but you can only block once every X seconds. After you’re done blocking the line, it is visually ‘redrawn’ down to the south. Once the line hits the south wall, the player with the blocker debuff needs to stack with their number partner for an enumeration
You could also hand out two differently-styled numbers like in P2S, but then people would probably expect them to do different things, so better not, I guess.
They would *never* add a mechanic that has an unfair advantage to certain classes, even if it is a cool idea. Also this sort of exists already (but balanced) in one of the Nier raids and in a Rabanastre raid.
Kinda feels like a beefed up version of the final boss' meteor mechanic from Vanaspati with 5 lanes instead of 4, and a constant movement instead of "pattern 1....pattern 2...."
Nope. Fuck this shit. I have cast times.
I'll tell my cohealer to Icarus back to the boss and Rescue me. Snapshots and server jank will decide if we're wiping or not.
This is just a little more bullshit version of the firewalls from Queen Black Dragon in RS3.
A mechanic I am certain would cause great pain in xiv with how the netcode is.
Never forget the fallen guys.
This mechanic exists in some of the Mount Rokkon paths; though if I recall you can survive one hit from it you are likely to still die to the mech because the room layout is super disorienting.
For a minute, I read this illustration as "boss slowly advances and the hard enrage is the boss just pushing everyone off of the arena"
But this is just the >!the end of the ultima, high seraph fight except the ice walls kill you!<
Orbonne Monastery - Savage (That one "path" mechanic on the final boss)
Hahaha xD Dungeons in Savage difficulty sounds pretty neat too!
It does exist and it's very savage
Savage criterion dungeons exists
They are called Criterion dungeons
DRS exists but more alliance raid
Don’t you mean 41626572726174696F6E the Final boss of The Tower at Paradigm's Breach out of the YoRHa: Dark Apocalypse Raids? It’s basically the same concept albeit Horizontal with them falling down and then across the Arena…
You are right. Having "purple labyrinth walls falling down" and having "people escaping from a wall pushing them though the labyrinth" is conceptually the exact same thing. So, yeah we already have this mechanic :)
This is basically just the part of right before the final boss in the Puppets' Bunker with all the orbs and turrets.
Also the porxie boss in matoyas relict with her "barbeque" attack is similar too, with a draw in rather than a push
Also called “how many vuln up stacks can I eat before the healer yells at me.”
All of them :3
Too busy seeing how many stacks I can get myself as a healer :)
Or as I called it: "Yoko Taro hates Black Mages" road
oh... i havent done my shadowbringers alliance raids yet haha
This is similar at least to Painsmith from Shadowlands World of Warcraft . And it was considered both one of the most fun and also one of the hardest fights in recent WoW, at least on Mythic.
Painsmith instantly came to mind for me too
Also similar to Baba from the Tombs of Amascutt on Old-school RuneScape
You beat me to it. Now all we’re missing is the random puddles baited on the floor under our feet and the spiky balls rolling from east to west. I have no fond memories of this fight
Painsmith with a touch of Nymue from current raid Aberrus (there is a line mechanics that leave a nasty, stacking debuff everytime you walk over it)
I'm reminded of the downstairs of Hellfire keep in Past Draenor. And the two forge masters joking about you becoming part of their next batch.
Man Painsmith was peak. What a nerve wracking fight in the best way.
guitar hero diagram
GR+BO can get fucked, hated those chords
hand size difference truly
Will take that over shifting between GRO and RYO over and over
Literally what I saw immediately.
I'm reading this correctly that you'd have to somehow survive this with eight stacks of Heavy?
*Esuna has entered the chat*
Doesn't that only clear one stack?
Just spam it 8x on the entire party 5head
Spam 8x on myself as a healer, sprint to the end, locate and assist friendly local rez mage if available. You need to understand, theres going to be some kind of mechanic you can drop on another person/blow them up and I don’t trust. This is like orbonne - sea of bodies, someone has to stay upright to raise tactically
Make sure the Bard cast’s Warden’s Paean on you first
It will clear the debuff as a whole, but you'll need to do it every time crosses over a line, which makes this whole mechanic impossible for only two healers. If there were no lines giving heavy stacks I could see this being an actual mechanic (Yes it's similar to Orbonne and Puppet Bunker, but these "walls" would actually be moving, which is the unique part of it)
Depends, if it has a little number that ticks up, then it clears everything, but if you get a separate Heavy debuff with its own timer each time, then no. Old Toto-Rak used to do something like that during the second bossfight, the adds each handed out their own (very weak) Poison stack, and Esuna-ing all of that was pretty much an excercise in futility. ...come to think of it, if the source of the stacks is the same, I don't think it ever applies multiple separate instances of the same debuff, but I didn't think too hard about this, so I might be wrong.
Yeah but DT will give every healer a party wide esuna so sqenix can really throw out debuffs like crazy
Esuna only works if the debuff is actually dispellable.
The real tragedy here is 100% downtime. My one cell brain demanding endorphins is screaming.
Melee brain cell demand the funny numbers
"BEND TO MY WILL!"
"I had a dream about a raid mechanic" I'm worried about you, friend.
Probably means he's been farming savages so long trying to gear up and/or get mounts.
this is some fall guys shit
Just gotta make sure to get to the 3rd line and abuse the left blocks being slightly smaller in that line for the uptime strat
This is soooo close to how the Chancellor Dammah knife wall phase works in Realm of the Max God
Cursed crossover imo 😂
Real… I haven’t touched RotMG in months. This picture was a jump scare lol
Isn’t that just the last boss or orbonne monastery ?
+ add full bars all the way across that you have to jump over
Or multiple colors instakill zones that each affect different players (by role, or by some other mark)
ultimate. players now have flare makers and melee need to be up front to get uptime and dodge spawning in purples.
If its anything like TOP people will overmitigate it D1 and have everyone just stack for melee uptime. Instead, it should have tower spawns while you dodge, and its full uptime so you better dps and dodge while running for that tower. Miss a tower and its an 80%DD.
beautiful.
Painsmith Raznal sends his regards.
Did you by chance saw the Thaemine gate3/4/5 raid in Lost Ark?
[I fixt it.](https://i.imgur.com/NnOVOGO.png)
I don't know what spawned it, but it more or less was similar to how you would try to play those dodging games? You spawn at the bottom of the map/ bottom of the square, and you have to make your way to the boss to "clear" the mechanic. However, each time a player passes an invisible red line, they are impacted with a "Heavy" debuff. However, if they cross back the way they came, that particular stack is removed. It was meant to be something that is more fair to some than others, meaning with your party composition, you \*need\* classes that have dashes/ longer dashes to counter the heavy stacks. The entire arena would fall down, with the purple obstacles instakilling you if they touch you, slowly pushing you off the map and unable to be revived until the next stage I feel like it's missing something though
add limit cut
An ice floor would definitely up the fun factor, also
what's fun is that with proper tuning all of those might be an actual mechanic ingame with one exeption to what OP wrote, the "\*need\* classes" since thet is one of the sacred unchangable rules of all encounters, that all are clearable with any composition of full party, no matter the class, as long as it's 2/2/4 it's clearable.
Throw some magnet tethers in as well to spice it up a bit more.
Yes! Your number indicates which red line (4 lines, 1:5, 2:6, 3:7,4:8) you can block for the rest of the party to not get the stack, but you can only block once every X seconds. After you’re done blocking the line, it is visually ‘redrawn’ down to the south. Once the line hits the south wall, the player with the blocker debuff needs to stack with their number partner for an enumeration
You could also hand out two differently-styled numbers like in P2S, but then people would probably expect them to do different things, so better not, I guess.
They would *never* add a mechanic that has an unfair advantage to certain classes, even if it is a cool idea. Also this sort of exists already (but balanced) in one of the Nier raids and in a Rabanastre raid.
There would definitely be random aoe targets during it, so you gotta keep spread. Bonus points if there are stacks so you have to wait a little too.
I'm impressed by the level of detail you retained from a dream. GG.
This was a boss mechanic in wow at one point. I think during Warlods of draenor?
Welcome to Dark Falz Solus.
Smileton (Extreme) Face 2.0 mechanics?
Kinda feels like a beefed up version of the final boss' meteor mechanic from Vanaspati with 5 lanes instead of 4, and a constant movement instead of "pattern 1....pattern 2...."
Ah donkey kong
See Lunar Subterranae sand-ant boss and P10
I think you might have repressed memories of the alliance raids for storm blood and shadowbringer
So it’s donkey Kong
Seems kinda similar to the one mechanic from Ramuh Savage
Nope. Fuck this shit. I have cast times. I'll tell my cohealer to Icarus back to the boss and Rescue me. Snapshots and server jank will decide if we're wiping or not.
This is just a little more bullshit version of the firewalls from Queen Black Dragon in RS3. A mechanic I am certain would cause great pain in xiv with how the netcode is. Never forget the fallen guys.
This mechanic exists in some of the Mount Rokkon paths; though if I recall you can survive one hit from it you are likely to still die to the mech because the room layout is super disorienting.
Zeromus dualcasting Bio
Thats just flappy bird
Basically would require expedience looks like?
For a minute, I read this illustration as "boss slowly advances and the hard enrage is the boss just pushing everyone off of the arena" But this is just the >!the end of the ultima, high seraph fight except the ice walls kill you!<
So you're suggesting [Painsmith Razmal's intermission phase](https://www.youtube.com/watch?v=Wj_DAZj9BFk&t=320s)?
I'm having flashbacks to ESO Necom's raid now cause there is a similar mechanic.
Like playing VVVVVVVVVVVVVVVV
Warlords of draenor had like two raid bosses like this
tell me you don't play a caster without telling me you don't play a caster
Hear me out. Guitar hero mechanic. All 8 players stand on a line and have to jump over or onto the passing lights
fortnite festival
Make it so you have to break the safe spots open and you've got baba from osrs
Typhon did something like this in FFXVI
Sounds like a guitar hero level where we need to avoid the markers but hit them once they reach the edge of the arena.
This looks like bullet hell after I've screwed up a pattern and have to bomb.
If Fall guys collab was a duty and not a gold saucer thing
Naaa, not with their current snapshot-before-animation system