Loose Wrote:Another note is the environment, the thing that stood out the most for me are those dreaded Totems in the Valley of Heroes. Implementing objects like that during boss fights would be awesome. Just imagine all the things they could do, such as making it act as a wall with spikes that closing in on your teammates and you while you plow your way through a monsters filled area, a boss or just destroy walls to keep moving and avoid the wall. It's an interesting way to implement a time limit, adding more of a challenge to the game.
They have this with Amoria PQ. Only it's supermonsters instead of deadly map objects. Though, I could see them implementing it somewhere else. I can see a boss fight where the walls close on you, but there's no time limit (or if there is, it's only showing you how much time you have left before the walls completely close).
The only way to shut off the walls is to kill the boss. Or, perhaps, having one party member scout "buttons" to hit to push the walls back every now and then. Try to imagine adventure movies where the hero is fighting a swarm of mummies or something that they accidentally uncovered, while his sidekick attempts to solve the riddle needed to close the door on the mummies. I'm thinking something along the lines of that. Having one party working on attacking the boss, while a few other people have to scout around the map hitting objects that push the walls back.
Okay, it might end up pretty stupid, but I was imagining some temple boss fight in Krakia, okay?
also, you forgot the poor map design experiment. Those forests maps that came out when NLC was first introduced are horrible. Especially that I.AM.ROBOT map. I've noticed that after those maps, they realized that flat maps that were more flat are the way to go.
Also, we have bosses that have avoidable attacks. Hell, the Snack Bar boss even gives you a huge clue as to when he's about to shoot his beam for you to duck under. Though, I see where you're getting at. Having a deadly 1HKO move that you have to pay attention to avoid sounds pretty nice. By "pay attention to avoid" I don't mean crap like the Balrog boss has with his reflect, Nexon. The boss actually doing something noticeable before casting the skill, not blinking 1 frame faster or something.

