Scalable dungeons, RAID system, Heroic+ system, "fissure" from other factions

I’ve already had a post talking like that, but I’m going to delve into this one in particular, in a more “light” and direct way.

Well, in short, there would be rift across maps, not just corrupted ones, how would it work?

------------------------------ open fissure--------------------
Elders: Some pillar of the elders on the map would be reinforced, and in it, it would open a mini dungeon in the open world, the pillar would be reinforced and would look similar to the pillar of DG 35, and on it would be some elite guards (strong, according to the level of the pillar), and would defend the pillar, which would summon several elders. The player or group of players, must go to the location, destroy the elders, and attack the pillar, after the pillar “lower energy decreases”, it would “implode” and a mini boss would appear (similar to the boss on 35, but with different mechanics, the pillar could come with a boss inside X, similar in appearance to 35, but with different mechanics), players would destroy it, the pillar would return to normal, the boss would drop, item, azoth, and a feature called elder essence (save that name, it will be important)

Lost: there are 2, pirates and “undead”, pirates would build a “mini fortress” on a dividing line between regions, trying to kill any player who came close, players’ objective would be to kill them, and destroy everything, by destroying everything , would arrive Hordes of pirates (elite), to kill players, and within the horde, would come a lost boss "pirate, killing him, he would gain azoth, item, and essence of the lost, while the zombies would make an elite horde, walking across the map randomly, and there would be a boss among them (similar to the one in dungeon 25), killing the boss, giving the same drops as the pirates’ boss.

angry earth: A ‘crack’ would appear randomly on the map, which would leave mobs of the untamed earth, and would try to invade a city, the mobs that invaded would be normal mobs, but the players would have to follow the trail of where the enemies come from, and would find a “tree” that would be transforming the earth, into angry earth, the mobs would be elite, and the tree would be BOSS, killing the boss, giving Azoth, items, and angry earth essence (same thing for corrupted angry earth, however, it would stain the boss’s location).

---------------------------------- DUNGEONS HEROIC ±-----------------------

Ok guys, now the dungeon part, the entire dungeon would have Heroic mode, which would be the mode that mobs would have level 61, including the boss, to make the key for this dungeon, you need to be level 60, have done the dungeon at the previous level (normal), and crafting the normal dungeon key, how would it work? you would craft the dungeon key at the normal level, gather some elemental plants, Faction Dungeon Reagent (IDK the name), gather azoth, and place the essence Drop, referring to the race you killed (a corrupt dungeon, would use corrupt essence, an ancient dungeon, ancient essence), example, you want to make the 61 lost heroic dungeon (the first dg), you would have to craft the normal dungeon key, have X azoth value,
Faction Dungeon Reagent ,and have X normal lost essence value (the pure one, that the game it’s when you kill the lost of invasion in open map/closed dungeon/open dungeon), and with that, you would take another 4 players with you (or 2 or 3, idk, you take whoever you want), the requirement for those players, is having done the previous difficulty level, and having 60, and presto, you can do that dungeon! how would it work for levels 62? simple! you would craft the 61 key normally (as I said earlier), and use a slightly higher azoth value, and spend more lost essence, and so on, with the higher levels (to call players to 62, you would have to have done the 61, and be 60, and so on), essences could be condensed, using elemental reagents + essences (example system, dg 61 to 63, would use 4-10 normal lost essence, dg 64-66, would use 4- 10 condensed lost essence, that 1 condensed, would be 4 normals used, and so on, you guys got it).

Well, in relation to DROPS, clearly, the higher the Dungeon level, the better the DROP, the items would be the same but better, the Watermark system would no longer exist, what would exist was the following, the higher the mob level, better item he can drop, btw, normal mmo ‘-’ (duh), item 600 system, would be pro level 60, every mob 60, drop item 600, but to get stronger items , would have to do closed dungeons heroic+ and 60+ invasions (that is, to get stronger, little buddy, it’s not killing the msm mob and doing the same fucking 1 MILLION TIMES, but playing well, and achieving it for its merits, the best items).

Speaking now of items, the “rare” dropped items from the dungeons, could not be exchanged, would be linked to the player, however, the open dg and invasion items on the open map could be, speaking now of PVP, with heroic+ dungeon items , the damage would be balanced by the item level, that is, there would be no one “rushed” to solar you, the game would be fair in pvp, which would make a difference, would be the passives, and only them.

The dungeons will drop some essence of their race, but only from the bosses.

------------------------ RAID---------------------------
Now talking about RAID!

Well, the RAID system would have open and closed, the open would be a normal “open map invasion”, but bigger, harder, and with better drops, that is, group content.

Closed Raid’s would be as follows, it would be an instance, in which all players should craft the key, and would have 10, 20, 30, and 40 player raids (adapting the difficulty, of course), would give different drops, and would be of different races (to craft the RAID key, you would have to farm enough of the raid race), the player could only enter an instance that would be on the second boss, if he had the key, and if he had already killed the 1 (or ie, goodbye rush :d), closed raid items would be linked, and generally better than open raid, would be pretty fucking interesting content, and would be fun (I think haha), raids would have a week CD, to be done again, and a player couldn’t gain loot from a boss he’s already killed, he would have to wait a week to reset (as in any other mmo)

note:

groups can now be from 5 to 40 players, but groups beyond 5 cannot make closed dungeons.

The raids will drop some essence of their race, but only from the bosses

In raids, there will be no Trash mobs, only the GOOD ones, but the bosses will not have the same level, for example, the first would have level 61 and the last 70, thus increasing the difficulty.

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