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Edited by xl Sherpa lx: 10/25/2014 2:31:08 AM
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I want to play as the enemy in the strikes against players

Ok hear me out for a second. What if we could play the strike list as the enemy's. When we started the list we could choose to play as the bosses and wait for the 3 players running the strike to get to you. Your job would be to kill them to keep them from completing the strike. They would have a set number of lives before the mission would be deemed failed. As well as we could play as all the enemy's up to the final boss and still they would have a set number of lives. Just keep it the same as the enemy we would start out as low levels and keep progressing up as the strike continue just like normally. Please post with some likes or dislikes and some ideas to make this better. Also is this something that could actually could be done or is it wishful thinking
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  • Edited by Sixth Devil King: 10/28/2014 1:46:21 PM
    Since i like the idea i came up with a possible complete moveset for all bosses and a rule for respawns. Every player has 5 respawns (30 seconds). After the respawns are used up you can only be revived from your teammates (similar to nightfall). [b]Sepiks Primus[/b] You cant walk freely over the Map, you can only ascend or glide on the ground. Super: Calling Skiff - calls reinforcement trough the fallen ship. The called fallen are random, but there will always be a major captain. [i]4min cooldown. Kills reduce cooldown by one minute.[/i] Shooting: Its the same purple ball he always shoots. If you hold down the trigger for 3 seconds the shot will charge and cause a bigger explosion - possible one hit kill if you stay in the center. The charging up has a cool down of 5 seconds. 3 charged shots will destroy the ward of dawn. Punch-ability: the same purple draining move he always uses when someone is near him. If you kill someone with it you regenerate a small portion of health. [i]No cooldown[/i] Grenades: Instead of grenades you call small groups of reinforcements. Either a wave of shanks or a group of vandals and dregs - no majors and no sword fallen. [i]2minute cooldown - no reductions trough killing players.[/i] Jump: Of course he cant jump. This will be replaced with the blink ability. You can use up to 2 teleports in a row. [i]2 minute cooldown - resets if you use your super, not resetted by killing players.[/i] [b]Phogoth[/b] You can walk freely, but slowly, everywere you fit. He also gets a bonus passive ability. [i]Rage of the Untamed[/i]: if your hp fall down to 5% you gain a 30% dmg reduction buff and your dmg will deal double damage for 20 seconds. A kill restores 3% of your hp. [i]This passive has a 10minute cooldown and can only be used twice during the whole strike.[/i] Super: Radical Wrath - Stronger version of his melee with bigger distance. If you wont get damaged by it but you are in distance it stuns you for 1 second. [i]4minute cooldown. Kills reduce cooldown by 20 seconds.[/i] Shooting: His normal Eyebeam. Holding the trigger down for more than 7 seconds "overheats" the beam, causing a 10 second cool down. Punch-ability: Its his normal ground slam. Two hits will destroy the ward of dawn. [i]5seconds cooldown.[/i] Grenades: you wont have a grenade but another form of the ground slam. It only damages players if they are dead center, but it stuns everyone in a big distance for 2 seconds. [i]5minute cooldown - no cooldown reduction trough killing players.[/i] Jump: yes, hes to fat to jump. Instead of jumping you cover yourself with your arms to get a 50% dmg reduction for 3 seconds. [i]3minute cooldown - no cooldown reduction trough killing or super usage.[/i] [b]Archon Priest[/b] You can walk freely and even crouch to increase the stability of your weapon by 30%. Super: Soul Harvesting - You absorb the Lifepower of your own fallens in a big distance arround you to regenerate health by 70% of the original hp the fallen had left. (Meaning if a mob has 1000 hp left you gain 700) This of course causes the absorbed fallen to die. You are immobile during the super animation for 7 seconds. [i]10minute cooldown - Kills reduce cooldown by 30seconds. You can only use the super 3 times during the whole strike.[/i] Shooting: Its the normal Weapon he uses. Magazine size: 10 Reload: 2seconds Recoil: just as much as a scout rifle. Automode: you can fire the gun in automode, but the recoil increases drastically. Compareable with a shotgun or handcannon. Punch-ability: he also still uses the ground slam. [i]5seconds cooldown.[/i] Grenades: instead of using a grenade you call reinforcements. During the boss fight only YOU can spawn fallen. The autospawn will be deactivated. [i]4minutes cooldown - 30seconds cooldown reduction trough killing.[/i] Jump: he will use his common blink ability. You can blink twice in a row. [i]2minutes cooldown - kills dont reduce cooldown.[/i] [b]The Nexus[/b] You can glide freely, everywere you fit on the map. Super: Void Mirror - You create a wall of void arround you for 5 seconds, reflecting every incoming projectile. During the super you cant shoot. [i]4minute cooldown. Kills reduce cooldown by 20 seconds.[/i] Shooting: He still uses the void missiles, or whatever he shoots. You can fire in automode without reloading. Shooting constantly for 7 seconds overheaths the weapon. Punch-ability: Still the ground slam / shockwave. If someone gets hit by it but not killed he gets blinded for 2 seconds. [i]5seconds cooldown.[/i] Grenades: you fire a shot everyewere you like. When it explodes it becomes the same as the hunter or warlock grenades that scatter and follow their target. [i]2minute cooldown.[/i] Jump: Instead of jumping you unleash a shockwave which hits every player, regardless where they stay. The shockwave deals no dmg but blinds players for 3 seconds and interrupts the radar for 10 seconds. [i]4minute cooldown - kills dont reduce cooldown, super reduces cooldown by 2 minutes.[/i] [b]Valus Ta'aurc[/b] You can walk freely on the map but very slowly. You cant fire your gun while walking. Super: Not enough Firepower - You shoot out his autotargeting rockets. You can shoot 2 salves. Targeting one player with zooming in (left trigger) for 3 seconds increases speed and dmg of the rockets by 50%. One whole salve destroys the ward of dawn without dealing dmg to players. With increased dmg half of the rockets dmg the players inside the ward. [i]5minutes cooldown - kills reduce cooldown by 30 seconds.[/i] Shooting: You shoot with his minigun of course. Magazine size: 50 Reload: 5 seconds, cant move while reloading. Recoil: the same as heavy machine guns with bigger spread. Automode: you can fire this gun in automode. While shooting you cant walk. Punch-ability: you use his ground stomp. 3 hits destroy the ward of dawn. [i]5seconds cooldown.[/i] Grenades: instead of using grenades you call 3 major phalanx cabals. They stay in front of you to protect you. [i]5minute cooldown - killing players reduces cooldown by 30 seconds.[/i] Jump: i guess hes happy to even lift his feet, but jumping?... instead he protects himself, reducing incoming dmg by 50% for 5 seconds. [i]3minute cooldown. No cooldown reduction trough killing players.[/i]

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