JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by the_mouse_man121: 9/2/2015 4:21:35 PM
1

Fan designed raid ecounter

Greetings community I am the mouse man and today wish to share with you my taken themed raid encounter I'm open to criticism and suggestions but anyway on to today's post. [u][b]The Battle Plan[/b][/u] To give a brief overview the encounter takes place in a oval shaped room with a raised walkway around the edge and black pool of goo in the centre (similar to the hive PoE room). There is assorted cover dotted around the room and a few generic hive set pieces (I.E hive mould etc) as well as the goo dripping from the walls for added affect. As for a name I have had a few ideas but settled for "The chamber of disciples". Now onto the fight. [u][b]The Mechanics[/b][/u] The encounter begins with your fire team entering the room through a mysterious hole in the wall that closes shut once everyone has entered. Your first objective survive the onslaught. Suddenly taken begin erupting from the walls, dropping from the roof and rising from the goo in the centre. The goal is simple kill enough taken to summon the disciples of Oryx. 200 enemies is required on easy (I will discuss the differences between difficulties later) and after that the rest teleport out as the four disciples rise from the goo in the centre. Each one from and a different race but taken and far taller. So there is one ogre, one minotaur, one vallus and finally one kell from an unknown house. They'll stay in the centre however occasionally trying to attack the odd guardian but all are immune to damage in any form. After 2 minutes text will appear saying "Oryx empowers one of his disciples". A random boss will then be chosen to gain a damage buff of 25% and will also begin to use a special ability. For the ogre its eye beam will become much larger, the vallus will begin throwing out grenades and firing rockets, the minotaur will teleport rapidly and chasing guardians round and finally the kell will draw its swords and go invisible. The fire team will not be notified of which boss is empowered and when the boss is empowered it will follow guardians outside of the goo pool. Just after the random boss is empowered 3 guardians will be teleported to a circle shaped plate in the middle of no where and random taken enemies will be on it. Once defeated a symbol will be on the floor. Back in the main room on the walls there will be the 4 symbols on the walls with a prompt saying activate sigil on each one and the correlating sigil must be activated to advance. Should the wrong sigil be chosen then all bosses will become empowered with a 50% damage buff. You have 5 chances Oryx himself is empowered and everyone is killed. However should the correct sigil be activated then the empowered boss becomes vulnerable and has a 25% damage and defence debuff. The teleported players will then be returned. The fight continues till two bosses die. The fight then changes to keep it fresh and keep players on their toes. Now one boss is permanently empowered will the other generates a force field around it. Now the fight continues the same as before but only the boss shielding the other can be debuffed by the sigil. Once the shielding boss dies the other is then vulnerable to damage in any form but has 50% damage increase and a 50 defence decrease until another sigil is activated. Once another sigil is activated the damage bonus for the boss drops till another teleport. Once the boss hits 5% health left no more teleports will occur and instead text appears saying "[insert boss name here] prepares for their final stand". Large amounts of taken majors will the crawl out the goo. The boss will become more frantic and teleport around a lot after leaving the central area until eventually the boss bursts into flames and dies. Your loot will be dropped and pool of goo will drain revelling a giant slide to slide down to the next encounter. [u][b]Hard mode differences[/b][/u] -Only one person will be teleported -Correct sigil debuff is only a 25% defence drop no damage debuff -Only 3 three incorrect sigil choices can be made before Oryx is empowered -Incorrect sigil choice buff is a 75% damage increase -The final boss damage and defence debuff is a 75% damage increase but a 25% defence decrease -The last stand begins at 10% health left [u][b]The focus[/b][/u] The focus of the fight was to have constant team work and communication in a challenging environment. I also want to create a difficult puzzle for even seasoned veterans to ponder over. Overall I believed that I have achieved these goals as the sigil mechanic is a simple yet effective communication exercise that requires teamwork to get the job done. I also believe it is challenging enough for raid veterans to enjoy and not walk through like they own the place. [u][b]Final thoughts[/b][/u] Overall this was a fun project that I recommend to anyone as it involves a lot of thought but allows your imagination to run free with possibilities. As previously stated you feedback is much appreciated and I look forward to replying to your suggestions. If you have any other questions I'll be happy to help also but until next I am the mouse man and I bid you good day.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
You are not allowed to view this content.
;
preload icon
preload icon
preload icon