WORK STILL IN PROGRESS
Dean50 I thought of a new test that hardcore players might adore. I believe it provides them the "challenge" they are looking for. It is currently a work in progress and not fully fleshed out. As per casual players... not sure yet.
A 3 stage single boss nest with time based powers/dark banquet pvp style summons.
Stage 1 -
1. Regular attack - single target. damages and inflicts stop for 5 seconds and removes buffs.
2. Aoe regular attack - multitarget. damages in a 45% cone 20m in front, removes buffs.
3. Bar mech -Passing the bar mech will temporarily buff players with a Goddess Blessing speed buff. Bar will be superarmor based, not as damage based. Hardcore - all players will be under slow action speed debuff.
4. Hardcore: Boss will inflict curse on 1-2 players that will place slow buff on anyone close to them.
5. Boss will pause everyones' skill cooldowns for random times (anywhere from 10-20 cooldown pause).
6. Hardcore: At half health the boss will summon time bombs to spawn randomly around the map. Time bombs can be destroyed but if they are not they will stop the party for 5s, heal the boss 5% hp, and set everyones' skills on full cooldown.
Stage 2 -
1. Begins match with space bar mech - free self by passing. Hardcore - each failure reduces player health by 10%. 3 failures = death.
2. Regular attack - single target, damage and inflicts stop for 10s and removes buffs. Hardcore - refreshes skill cooldowns (i.e. if you have 3 seconds left until ultimate is ready, the ultimate cooldown gets reset back to 120 seconds). For each skill cooldown reset, player takes 5% damage and gets inflicted by stop for 2s per skill.
3. Aoe attack - multitarget, map range. Slows party for 3s, damage. Blockable/i-frame on normal. Unblockable/undodgeable on hardcore.
4. Hardcore: will "reverse" damage to healing. So if players keep attacking it, they'll heal it instead. There are no animations for it so players have to pay attention to the health bar. Healing over 25% of the bosses's health will result in a party wipe.
5. Hardcore: summons one of the dark classes to help him. See below for dark class information.
Stage 3 - Boss splits into Ying Yang beings, both with the same abilities. Basically, two bosses at once.
1. Regular attack - aoe, attacks everyone in front. Inflicts stop for 10s and removes buffs. Hardcore: resets skill cooldowns like stage 2.
2. Aoe attack - basically a stronger version of regular attack. 15s stop, removes debuffs, buffs boss. Hardcore: resets skill cooldowns AND pauses skill cooldown progress.
3. Reverses damage to healing, except no party wipe. Hardcore: will wipe party.
4. Summons dark minions.The boss will summon minions to help him fight, minions being classes like in dark banquet except probably resembling pvp more. The dark banquet minion/mini bosses will have "upgraded/modified" skills.
For example, he could summon a dark priest to help. The priest will drop the relics like a regular priest but boosted/modified. Priest will also cast Great Heal to heal the boss for the same 30% + 500% attack bonus, which will be based on the highest p/m attack of the party. Priest's grand sigil will be map-wide and reduces damage the boss takes, increases his action speed, and damages players. The lightning relic won't shoot out lightning zaps but it will create a map wide electric field that leaves the electrocution debuff until it is destroyed. The healing relic will heal the boss 4% for every tick but drain every players' health by 3% per tick. The bind relic covers half the map and binds targets, who must escape with the A-D mech, for 7 seconds. The cure relic removes debuffs from the boss and increases its movement speed by 20%.
Or the boss could summon a dark reaper. When dark reaper uses mortal blow it shatters the earth in front (like adept's volcano fist or ground zero) and has triple lateral range like Destroyer's rolling attack awakened/ex.
MISC
Throughout the nest/raid there will be time crystals with various double-edged effects. Cooldowns will be reduced for the party but boss's action & movement speed increase. Or boss's defense decreases but so does the party's.
Players can choose what effects occur.
Dean50 I thought of a new test that hardcore players might adore. I believe it provides them the "challenge" they are looking for. It is currently a work in progress and not fully fleshed out. As per casual players... not sure yet.
A 3 stage single boss nest with time based powers/dark banquet pvp style summons.
Stage 1 -
1. Regular attack - single target. damages and inflicts stop for 5 seconds and removes buffs.
2. Aoe regular attack - multitarget. damages in a 45% cone 20m in front, removes buffs.
3. Bar mech -Passing the bar mech will temporarily buff players with a Goddess Blessing speed buff. Bar will be superarmor based, not as damage based. Hardcore - all players will be under slow action speed debuff.
4. Hardcore: Boss will inflict curse on 1-2 players that will place slow buff on anyone close to them.
5. Boss will pause everyones' skill cooldowns for random times (anywhere from 10-20 cooldown pause).
6. Hardcore: At half health the boss will summon time bombs to spawn randomly around the map. Time bombs can be destroyed but if they are not they will stop the party for 5s, heal the boss 5% hp, and set everyones' skills on full cooldown.
Stage 2 -
1. Begins match with space bar mech - free self by passing. Hardcore - each failure reduces player health by 10%. 3 failures = death.
2. Regular attack - single target, damage and inflicts stop for 10s and removes buffs. Hardcore - refreshes skill cooldowns (i.e. if you have 3 seconds left until ultimate is ready, the ultimate cooldown gets reset back to 120 seconds). For each skill cooldown reset, player takes 5% damage and gets inflicted by stop for 2s per skill.
3. Aoe attack - multitarget, map range. Slows party for 3s, damage. Blockable/i-frame on normal. Unblockable/undodgeable on hardcore.
4. Hardcore: will "reverse" damage to healing. So if players keep attacking it, they'll heal it instead. There are no animations for it so players have to pay attention to the health bar. Healing over 25% of the bosses's health will result in a party wipe.
5. Hardcore: summons one of the dark classes to help him. See below for dark class information.
Stage 3 - Boss splits into Ying Yang beings, both with the same abilities. Basically, two bosses at once.
1. Regular attack - aoe, attacks everyone in front. Inflicts stop for 10s and removes buffs. Hardcore: resets skill cooldowns like stage 2.
2. Aoe attack - basically a stronger version of regular attack. 15s stop, removes debuffs, buffs boss. Hardcore: resets skill cooldowns AND pauses skill cooldown progress.
3. Reverses damage to healing, except no party wipe. Hardcore: will wipe party.
4. Summons dark minions.The boss will summon minions to help him fight, minions being classes like in dark banquet except probably resembling pvp more. The dark banquet minion/mini bosses will have "upgraded/modified" skills.
For example, he could summon a dark priest to help. The priest will drop the relics like a regular priest but boosted/modified. Priest will also cast Great Heal to heal the boss for the same 30% + 500% attack bonus, which will be based on the highest p/m attack of the party. Priest's grand sigil will be map-wide and reduces damage the boss takes, increases his action speed, and damages players. The lightning relic won't shoot out lightning zaps but it will create a map wide electric field that leaves the electrocution debuff until it is destroyed. The healing relic will heal the boss 4% for every tick but drain every players' health by 3% per tick. The bind relic covers half the map and binds targets, who must escape with the A-D mech, for 7 seconds. The cure relic removes debuffs from the boss and increases its movement speed by 20%.
Or the boss could summon a dark reaper. When dark reaper uses mortal blow it shatters the earth in front (like adept's volcano fist or ground zero) and has triple lateral range like Destroyer's rolling attack awakened/ex.
MISC
Throughout the nest/raid there will be time crystals with various double-edged effects. Cooldowns will be reduced for the party but boss's action & movement speed increase. Or boss's defense decreases but so does the party's.
Players can choose what effects occur.
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