- Joined
- Jan 31, 2022
Full-random mechanics depends upon the way it's done a lot of the time. It's mostly difficult when you have multiple players that are essentially interchangeable, but not enough time to do a conga-line or prio system. Most of the time they avoid full-random and go with "one DPS, one support" or something similar, or they have a mechanic like High Concept where it's full random in the sense that you need to know every single responsibility, but on a per-run basis, you've only got one "correct" position.Peanut gallery here, but I thought random mechanics that make a fight more difficult were exactly what some people wanted in this game?
Do you mean to say it doesn't quite work in execution, or at least the way it was handled in this case? Honest and for true?
UWU Titan is the kinda thing that forces usage of automarkers in PF. You've got a knockback into a very small safe zone, and immediately afterwards 3 players are marked to be locked into gaols and must line up from the back to the front of the arena so you can daisychain the gaols towards Titan and make him stand in the floor effect to awaken him (UWU has a mechanic where all three primals must be awoken or you wipe later on). It's so quick that there's no time to do a prio system, there's no way to guess who gets marked, and all three positions on the arena are interchangable between the gaoled players.
Death of the Heavens comparatively is a full-random mechanic that you basically never run automarkers on, cause there's a little bit of time before the mech starts, so the entire party just lines up and we can determine where everyone goes based on their position in the line and their debuff (inner-doom, outer-doom, inner-nondoom, outer-nondoom).