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Bearbeitet von SEA_TOASTER: 7/8/2022 11:38:01 AM
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I designed a dungeon

BASICS Theme: vex Enemy: vex Loot theme: weapon theme EDZ (old fashioned, scathelocke, Lincoln green, call to serve.)  armor theme SCAVENGER (made up of both fallen armor scraps and vex parts) Location: Europa (following the same path as the glass way strike starting at the radiolarian waterfall) Mechanics: FROSTBITE, STRENGTH OF DARKNESS: when active bosses gain DR and DAMAGE buffs and standard enemies gain a damage buff. (1 stack = 3% damage buff) (1 stack = 9% DR) max stacks 10. Ease: hard STORY Zavala sends the guardians to traked down 3 hunter scouts consumed by the darkness. ghost tracks them down there at the glassway.... ENCOUNTERS 1st encounter: (in the room you have to drain in the glassway strike)(FROSTBITE mechanic). In this encounter you will be at the back of the room you can put a raid banner in the plate used to drain the room in the glassway strike. Jump down to begin the encounter. This encounter is simply go fast so you dont die. The room is split up by vex barriers (the room is split into 3 sections) blocking your way forward to disable these barriers you must kill a mini boss hydra (there are 3 of them 1 per section) seems easy enough, wrong the entire time you and your team will be getting stacks of FROSTBITE at 21 stacks you die to get rid of some stacks enemies have a chance to drop little motes that remove 3 stacks of FROSTBITE each of the mini bosses are guaranteed to drop 5 motes for your team. Good luck. After beating all 3 mini bosses the encounter ends and a chest spawns. 2nd encounter: (in the glassway boss room) (STRENGTH OF DARKNESS mechanic)(you can place a banner before entering the room, entering the room starts the encounter) this encounter you will be in the glassway portal room and it is filled with CRUX OF DARKNESS and a big vex minotaur named GEGHIS, THE CONQUEROR (health 1,500,000). There are 5 CRUX  OF DARKNESS in the arena. And when there are CRUX OF DARKNESS in the arena the player will have the STRENGTH OF DARKNESS debuff (max 10 stacks) each crux gives the players 2 stacks of STRENGTH OF DARKNESS. To destroy the CRUX OF DARKNESS the player will have to find a special hydra (major) (hydra is surrounded by a lot of adds) and killing this hydra drops a laser (like in the menagerie when destroying the crystals) a laser can destroy 1 crux and after a laser has been used up another harpy will spawn repeat till there are no more CRUX OF DARKNESS remaining there is a 45 second widow to damage the boss at this time if you do not 1 phase more crux will spawn and you'll have to repeat untill the boss is defeated. 3rd encounter: (new area) (both mechanics are active) after the 2nd encounter the vex gate opens place a banner and go through the gate to start the encounter. You find yourself on a vex platform orbiting a star (the platform is quite small. Only having the boss and a OVERLOAD CHAMPION) at the end of the platform a giant vex cyclops named THIODREN, THE STAR WEAVER (has 3 million health) (all attacks deal solor damage) (has a basic cyclops blast attack, and also has a continuous laser attack that fires for 8 seconds). the skybox for this arena will have the star on one side of the arena but also pyramid ships everywhere with beautiful nebulas and constellations to be seen. The encounter, since the platform is orbiting closely to a star the payer will take constant damage if they are not in a shadow, so there is cover all over the arena. First the player should notice they have STRENGTH OF DARKNESS ×10 so damaging the boss is a no go but you will notice that there is a OVERLOAD CHAMPION by the boss kill him to get teleported to Europa (underneath the pyramid ship) here there will be swarms of adds kill them quickly because the players will be accumulating stacks of FROSTBITE (remember to pick up the motes the adds drop) after killing all the adds all CRUX  OF DARKNESS in the arena explode and you stop accumulating FROSTBITE this cause a giant hobgoblin boss spawns called ENSLAVED TO THEODREN (300,000 health) kill this boss to be teleported ti the main arena and now damage THEODREN after he takes 1,000,000 damage more CRUX OF DARKNESS spawn on Europa as well as a OVERLOAD CHAMPION in the main arena repeat the steps (will take 3 teleports in total) once THEODREN reaches 100,000 health he will start a wip mechanic you have 60 seconds to kill him before your team wipes. After THEODREN is defeated your fireteam is teleported to Europa under the  pyramid ship again by a chest surrounded by 3 large heads (the heads of the ENSLAVED TO THEODREN bosses) Ghost says "looks like we fond are guardians, I'll tell Zavala..." chest opens collect your loot the dungeon is complete. WEAPONS (craftable) (most can role with REWIND ROUNDS) ARCTIC CALL, kinetic sniper. 72 rpm. Notable perk combo (REWIND ROUNDS, FIRING LINE) SALVAGED HOPE, ark shotgun. Slug frame. Notable perk combo (REWIND ROUNDS, VORPAL WEAPON) POLAR OPPOSITE, kinetic auto rifle. 720 rpm. Notable perk combo (UNDER PRESSURE,  HIGH-IMPACT RESERVES) DISHONORED, void handcannon. 180 rpm. Notable perk combo (OUTLAW, KILLCLIP) BLIZZARD, stasis linear fusion rifle. aggressive frame. Notable perk combo (REWIND ROUNDS, VORPAL WEAPON) FROZEN STEEL, stasis sword. Adaptive frame. Notable perk combo (EAGER EDGE, COLD STEEL) (only weapon that cant role with REWIND ROUNDS ORIGIN TRAIT CHILL: this weapon deals increased damage to those affected by stasis (10%) EXOTIC ABSOLUTE ZERO the quote under the title reads "THE ICE HIDES SECRETS..." It is a 180 rpm stasis scout rifle earned through a quest. The basics of this weapon are that it has a IS 5 CIRCLE sight. It is the same weapon model as the CALL TO SERVE but the green and silver parts are gold and the black part of the weapon is now made of mahogany. PERKS FLASH FREEZE: (Intrinsic) this weapon fires explosive that deal bonus damage to those affected by stasis (up to 60%) (5% for 5 slow stacks - 60% for frozen targets) strong against overload champions HAMMER FORGED RIFLING: (barrel) EXTENDED MAG: (magazine) GLACIAL CASCADE: (trait) precision kills spawn a stasis crystal at the targets location and increases reaload speed (+50 for 6 seconds) COMPOSITE STOCK: (STOCK) REFREEZE: (catalyst) Upon emptying the Magazine, Refreshes Magazine based on the Number of Hits. refreshed rounds have a larger aoe, and apply slow (10 stacks per bullet) (also +10 to the magazine) EXOTIC STATS: 62 impact 52 Range 45 Stability 45 Handling 30 Reload Speed 58 Aim Assistance 20 Zoom 20 Airborne Effectiveness 66 Recoil 180 Rounds Per Minute 20 Magazine WEAPON LORE Ghost: Zavala we found the guardians... Zavala: there dead aren't they. Ghost: yes but thats not all... they where vex enslaved to a vex mind... Zavala: a fate worse then death... perhaps deserved. Ghost: do you want us to bring in there bodies? Zavala: no, they chose to side with the darkness they can be forgotten and rot in its shadow. Ghost: understood commander. QUEST (Talk to Zavala to get the quest and unlock the dungeon location) Step 1: complete the dungeon Step 2: return to Zavala (reward THE ABSOLUTE ZERO) Step 3: do the dungeon again Step 4: talk to the Exo Stranger (reward the catalyst CATALYST step 1. Get 500 kills with the weapon. TRIUMPHS (seal: SHATTERED) 1. CRYSTAL CLEAR: Flawless completion, shader reward (black purple and gold) (mainly black with gold and purple accents) 2. MASTERFUL: Master mode completion, reward sparrow (same design as the PACIFIC DECEPTION but is instead coloured black, purple and gold as well as being frozen to a extent) 3. MASTER OF THE CRAFT: craft all weapons, reward ship (same design as GROUNDSWELL NULLIFIER99 but is now black, purple and gold as well as being frozen to a extent) 4. OMG WE MATCH: complete the dungeon with guardians all rocking the same elemental subclass 5. LONE WOLF: solo completion, reward ghost (designed to be a little pyramid ship) 6. UNITY: complete the dungeon with guardians of the same class 7. PERFECTION: complete master mode solo without dying, reward ember (have it be a dead ghost lost in a blizzard) 8. IT'S GOLD: complete the exotic quest 9. 100%: complete all dungeon triumphs, reward SHATTERED seal. Edit 1: Improved the exotic Edit 2: Improved the exotic and increased 2nd encounters difficulty and clarified some minor details in the 2nd and 3rd encounters Edit 3: rebalanced the exotic and added the ship, shader, and sparrow challenges. Edit 4: added challenges 4,5,6,7,8,9 as well as there respective rewards and added the triumph seal as well as adding champion capabilities to the exotic also changed the ship  and sparrow model. Edit 5: diversified weapon elements. Edit 6: changed WEIGHT OF DARKNESS mechanic to STRENGTH OF DARKNESS. Redesigned the 3rd encounter. Added the exact stats for the exotic. Added the guardians we where looking for..... Edit 7: clarification on STRENGTH OF DARKNESS. Edit 8: changed the catalyst stat buff on the ABSOLUTE ZERO and changed the stock perk.

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  • Hello everyone I just wanted to say thank you for the support on my dungeon design as I am officially done with It. I can't think of anything else to do with it, can't think of anything else to change. I am now working on designing a raid set in the EDZ more specifically in the DARK FOREST expect to see that in about 2 to 3 weeks.

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  • There are store where you can have trophies made. You could make one for yourself that says developer of the year. Thought it would be right up your ally.

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    • yes... i support this idea, provided that i get a ornament based upon the dungeon.

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      • You must be bored

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        • 2
          Good work, despite vex having the supposedly difficult crit hit part I always find vex the kind of ads more enjoyable to shoot, probably because how slowly they move

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        • Good for you, now stop encouraging Bungie to recycle stuff👍

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          • Please make your exotic drop rate better than duality 👍🏼

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            • Did a big edit on the dungeon thank you all for the help designing it!!! :)

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            • you are pretty skilled and have nice ideas can you also help bungie designing a new ennemy race so we dont have to fight our allies EVERYTIME , (seriously i've never killed as many cabals as when we became allies with caitl)

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              • BUNGIE HIRE HIM NOW!!!

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              • I like it. I’m in.

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              • I also designed a dungeon. People in the dungeon have to put the lotion on their skin or else they get the hose again.

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                • I'm not a huge fan of Vex, but big Thumb Up for the effort, Guardian. Well done!

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                  • I like the creativity in this post and think it's refreshing to see someone put forth their own ideas on these forums instead of just whining incessantly, but I do have a few criticisms of this dungeon. The mechanics you chose were a little lackluster and honestly repetitive. Frostbite and Weight of Darkness are perfectly fine mechanics that I like quite a bit, but I feel like using them both isn't needed. They both function similarly (you slowly tick down to an ultimately unfavorable state unless you stand in an area or do something to decrease the timer) so both aren't needed, I would just use frostbite. Building off of that, motes decreasing the frostbite timer is good (kind of weird that the cap is 21 stacks, but it's not really relevant) but unless those motes are available for all teammates (ie one person picking them up doesn't consume them for everyone), it could leave fireteams in situations where other players could be deprived of motes while one player picks them all up, especially if they're RNG based against normal enemies. I also don't think that the mini bosses would work super well with such minimal set up, as an experience raid/dungeon player, it seems like they would either have to have a ton of health to prevent them from getting immediately melted (which may turn into a series of DPS checks that some fireteams or solo players may die while trying to beat) or they would have a reasonable amount of health so they could be realistically beaten back to back to back (which would make them absolute cakewalks as experienced fireteams melt them and move onto the next without worrying about frostbite). Either way, while I do like the mini boss idea, the way you proposed it sounds more like a good strike encounter than a good dungeon encounter. Overall, I think your first encounter would work better as an intro encounter like the opening to Prophecy where you first have to open the doors with motes or the opening to Duality where you learn how to use the bells, but I don't think there's enough meat to it to be a full encounter. I actually like the second encounter quite a bit in theory, the use of a relic to destroy the cruxes is cool, but I don't like that players would start with 10 stacks of Weight of Darkness. It makes killing the hydra a bit annoying, seeing as you couldn't use jump abilities or sprint while trying to run over and kill a guy for the relic. My suggestion would be to do the encounter in reverse, so you start with zero stacks but gain 2 stacks for each crux you destroy, with some kind of mechanic to decrease stacks BUT the amount of Weight of Darkness you have on you actually increases your damage during DPS, meaning you could still have the mechanic in play in a more meaningful way than just a thing you progressively get rid of. I think I would have personally had hydras spawn in for additional relics instead of harpies just for consistency, but that's just me. I also wouldn't use the Glassway boss room here, I feel like the way its designed doesn't interact with the limited movement that Weight of Darkness entails and I think that having a different arena with more platforming and less covered areas would make the encounter more challenging. Overall though, I like the encounter and think that you have a good idea here, maybe work at it a little more but overall, not bad. Finally, I really wasn't a huge fan of the final encounter. It's a solid idea and I like the reincorporation of taking cover from the sun, that was a really memorable part of the Red War for a reason, but I don't like almost anything to do with the boss. The health could be decreased to five million to keep it in line with Caiatl's, but I don't think that the mechanics relying on how much the players damages it is very fitting with previous dungeons or dungeons period. The way the boss just sends you to a different place to do a thing until you get teleported back is also not very interesting, I would have liked to see a bit more work go into getting to a DPS phase than just 'kill mini boss while managing debuffs', as well as more constaints on how long you can spend in a DPS phase. Damage phases that only end when you hit a certain limit with no timer or mechanic that limits how long you have are very easy and don't really offer much in the way of an endgame experience since you can just plink away at the boss until you get teleported away with no concern for DPS until the final phase (the numbers don't add up either, the total damage you described players dealing is only 4.44 million, which is a better number than you said earlier but it's inconsistent). I don't think there should be a last stand either, dealing 10% of a boss's health isn't hard if you're given ample prep time to regen supers and collect ammo for a fireteam and you could probably melt the boss no problem, but for a solo player, that's a bit annoying. It would be frustrating to potentially wipe because you don't have a fireteam to back you up and thus lose a solo or solo flawless run, there's a reason why no dungeon bosses have last stands or enrage mechanics. Speaking of things that dungeons don't have, this is a minor change but switch the champion out for a mini boss, dungeons have never used champions outside of master mode and never will according to the devs. Overall, this encounter sounds more like a year one raid lair encounter than the final boss of a dungeon. Now, with regards to loot, I feel like the weapons aren't spread out across the 3 slots enough, I'd recommend changing the hand cannon to either void or arc, seeing as the current notable roll + archetype is remarkably similar to Vulpecula. Stasis is a cool element (pun intended), but more diversity in the elements present on these weapons would have to keep the overall loot pool less samey. Also, Rewind Rounds shouldn't be on these guns, it's a fun perk but it's meant to be exclusive to VoG weapons. The reskinning of EDZ weapons isn't something I mind, but I feel like you could have been a bit more creative with how the weapons would look, maybe make them look more like the EDZ weapons but partially corrupted or transformed by the Vex. I'll get back to that in the next paragraph, but I'd also like to say that the exotic is a bit lackluster. I thought your stasis version of Firefly was cute, but the exotic perk just feels a little too specific and relies too much on the catalyst to make it fully function. I also wish you went more into what the 'Vex theme' would look like, at the moment it just sounds like the normal brass metal and white radiolarian we always see, I want to hear more about what sets these Vex apart visually. Part of my complaints with your idea stem from a lack of identity, I feel like this dungeon is like one of those Taken King strikes that took an older strike but added taken elements, this feels like an expanded version of Glassway opposed to new content. I also wish you went more into the lore of the dungeon. You said that we were looking for three hunters that were consumed by darkness, how does that tie into the Vex? The Vex aren't able to use paracausal abilities, it feels like any three guardians could have been hooked up to a vex mind. Also, why were there pyramids in the boss room? I get they look cool, but you just used them as decoration for the sky box, they should feel more involved in the dungeon and its mechanics. This feels more like a strike with extra loot or a raid with half the encounters than a dungeon, I would recommend trying to flesh it out a little more. I also realize this is a mock up of a dungeon and I just wrote a full essay on it, but it's a slow night and these kinds of things interest me, so I might as well.

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                    • So you want Bungie to sue you interesting.

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                      • 2
                        The only thing I'd remove from the guns is rewind rounds. That perk is exclusive to vog weapons only just like recombination, reconstruction and redirection are exclusive to dsc weapons and sleight of hand and bait and switch are to vow weapons

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                        • Bearbeitet von Major-Payne: 7/8/2022 12:40:53 AM
                          The Creepiest title of a post I’ve ever seen!!! “It puts the lotion on it’s skin or it gets the hose again”

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                        • I would absolutely love a Europa dungeon. Would be sick.

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                          • Gotta get this to the top

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                          • Bearbeitet von UnreadableNames: 7/7/2022 9:54:14 PM
                            You should definitely find a D&D group so someone gets to play this

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                          • Bungie: doesn’t fit into our format. Enter a room - some mechanics and kill enemies Go to another room and kill enemies Go to final room and kill enemies. Kill boss in three phases Terrible loot and small chance of -blam!- exotic

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                            • [quote]I designed a dungeon[/quote] ( ͡° ͜ʖ ͡°)

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                              • Unreal Engine 5 is free, so is Blender. There's everything you need to make it a reality! Make it so!

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                              • Why are you obsessed with stasis?

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                                • Waiting for whil3mScream to make a 2hr video about this

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                                  • Working on the challenges for the encounters now as well as triumphs and title.

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                                  Es ist dir nicht gestattet, diesen Inhalt zu sehen.
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