test content
What is the Arc Client?
Install Arc

New gamemode for future content?

Introduction


Hello everyone, I was sitting in my room thinking on how the endgame content in this game can be really limited and boring to those like me that run it all the time. 17k gear score... 18k... heck even some 14k are bored at dungeons that aren't fixed, or are too unstable to run due to lag or other problems that they've ran into hundreds of times.

The Idea

So i have been thinking on writing this post here with a simple, but effective gamemode that is in most MMO games. This gamemode is of course called 'Survival'. My proposition is that the devs look into this easy, and simple feature that they could add to the game in less than a few weeks as it requires not much thought to do. A good example of a game that implements this feature is Warframe, but of course we'd have to make this our own take and not directly rip it from another game, and to that i have an idea for.

The Structure

My idea for this is having it based on a time waved system where enemies are fought in passive waves that aren't made too obvious (like having WAVE 1 appear at the top). In total 4 waves would be the style of the survival, first being easiest and progressing to hardest. You'll know when each wave begins when you hit a certain time; 10 minutes, 30, 50, 60. In between each of these waves you'll have a boss, and they can be from any regular or epic dungeon but of course buffed up to the top tier at which CR enemies are at. These bosses act as a separation or cool down between each wave, as you'll have a small amount of time to prepare for the next onslaught; you'll be able to vote if you want to leave between waves too if it becomes too hard. The enemies you may encounter could be to do with an attack. Lets say the Frost Giants move to Icespire's Peak to expand their land and attack the Frost Goblins, you'd be fighting waves of mostly Frost Goblins to begin with, and a few beefier mobs such as a stronger Frost Giant variant with several regular Frost Giants as you progress. This also gives the game more of a lively feel with factions actually fighting others like in the Elemental Evil campaign or EVEN AT THE OPENING INTRO TO THE GAME!!. However, this map would have to have little to no loading screens to allow players to keep momentum in between tile-sets, so an open area would do well for now until it's optimised for indoors like a dungeon map. One thing I've enjoyed in the current module is the Barovia hunt mechanics, as i feel the player debuff cards would work well for this idea. Each wave will give you a random debuff from the Barovian cards, from encounter power cool downs being raised, to having half your sprint speed etc. These player debuffs should definitely be implemented anyway, as some sort of 'hardcore mode' to a dungeon as it definitely spices it up.

The Rewards

Rewards vary for each time at which you manage to achieve, as only the better geared players will most likely finish the survival they'll be rewarded very well. This doesn't mean any rewards from < 50 minutes are poor, as this is the loot table I've been thinking about for the gamemode that'd best fit everyone. There's one thing that i will say in which RNG will be rewarding, as lately rewards from most dungeons and trials have been poor.

    1) 10 minutes: Standard rewards such as refinement stones (black opals, peridots etc). Seals of the brave (Increases and stops at the 50 minute mark to change to Seals of the crown). Special 10 minute reward: (1 GMOP/1 Superior enchanting stone at a 10% Chance. A random green - purple artifact/mount/companion at a 5% chance. 5k Refinement Points bonus at a 70% chance.) These rewards have been suggested as this is what a low geared player would need, in order to progress their character further. Typically aimed at players 11k-12k.

    2) 20 minutes: Standard rewards such as refinement stones (black opals, peridots etc). Seals of the brave. Special 20 minute reward: (1 GMOP/1 Superior enchanting stone at a 25% chance or 2 at a 10% chance (will not stack). 15% chance on random green - purple artifact/companion/mount 60% chance at 8k Refinement Points bonus + 3 Pres wards. Since the jump time-wise isn't anything too impressive, I've only increased the drop table slightly for the players that just want to casually do this but enough to adjust it to the difficulty. The players aimed at here are about 12k-14k

    3) 50 minutes: Rare rewards such as refinement stones (Blood rubies, black opals etc). Seals of the crown. Special 50 minute reward: (3 GMOPs + 3 Superior enchanting stones at a 20% chance or 2 SMOPS at a 20% chance in their own loot table . 30% chance on random blue - purple artifact/companion/mount that is bound to account. 5% chance for a coalescent ward (bound to account). 10% chance for 20 preservation wards. 15% chance for 30k Refinement points. Here we have a massive increase in the rewards as this is where the enemies become at tier 3 level in mass amounts (Yes that means crazy combat advantage on you). Typically this is for the advanced players that are at 14k-16k, but even then it still might be hard for them in a poor party composition.

    4) 60 minutes: Special rewards such as refinement stones (Blood rubies x4 guarantee). Seals of the crown. Special 60 minute reward: (4 SMOPs or 2 UES or 4 UMOPs all at a 15% chance in their own loot table bound to account. 15% on a Coalescent Ward bound to account. 20% chance on random purple - legendary artifact or purple companion or purple mount all bound to account. 10% chance for 50k Refinement Points. 10% chance for a moderate prominence enchantment or any other greater enchantment NOT BOUND. 30% chance for other items that could be relevant in the upcoming content that could be hard to get. This last bracket is for the players that are endgame, due to the barovian card debuffs, if RNG isn't your friend then you may struggle with the last 10 minutes regardless of the team. It could also be said to have multiple card debuffs at once for this last wave given how generous the rewards can be. Aimed at the high geared 17k-18k groups.

Conclusion

There's things that may seem too generous or a bit confusing, but this was made within a 10 minute thought process. This gamemode really would help make the rewards better, and reward players for playing the content over and over again. There's room for improvement in this idea that I've presented so I'd be glad to see some replies to this thread in other opinions. I feel this game needs content that is a push even for the "Melt groups" that are in the community since what we have now is far too easy. Castle Ravenloft's difficulty is based on if you encounter bugs, or a random one shot, not so much ability. Please comment since i just want to see your thoughts if you're an endgame player like myself. Thanks.

Comments

  • ecrana#2080 ecrana Member Posts: 1,654 Arc User
    Sooooo your idea is basically the Stronghold Marauders event with better rewards???
Sign In or Register to comment.