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Edited by KazunK3k: 1/3/2016 3:38:12 AM
6

Fallen/Taken Raid Idea

[b][u]NOTE:[/u][/b] I had to type a shit-ton of words on to a page, so do expect this to be a long read. It's big enough that I'll post loot and grimoire on a separate post and paste the link. Anyways, enjoy. EDIT: The link is up. [b][u]Kell of Kings[/u][/b]: [b]Fallen/Taken Raid[/b] Location: The Breach, Dreadnaught, Rings of Saturn Description: "When left unchecked, evils intertwine." Part 1: Keep Digging [spoiler]Players spawn in The Breach (same as for Dreadnaught patrols,) and are directed towards one of the cave entrances. Then, they must look for parts of the ground that have a slight shade of gold. If they shoot the ground that is gold, a hole will appear that players will jump into. The original cave that players walk into at the start is randomized, with hallowed ground in different spots. Players will drop down the hole into a near-pitch black cave system only lit by Fallen lamps. The cave system layout will also be randomized. Along the way, the only enemies they will face will be a melee-variant of Shanks called "Scavenger Shanks" that are armed with small drills. They will move together throughout the caves, and still finding holes in the ground to jump into. Once players reach the final part, Their objective will be to find 3 Servitors that are dormant. They will need to activate them. In order to activate the Servitors, players must find Servitor Eyes hidden throughout the caves. The Eyes will be like relics. Players will bring the eyes to the dormant Servitors while fighting off Shanks, and place the eyes inside the Servitors, activating them. The Servitors will not attack, but rather, they will shine a laser into a hole below each of them. Once all 3 Servitors are activated, players will be guided to a massive door that lights up with 3 symbols made from the lasers. The door will open, and players will step through.[/spoiler] Part 2: The S.C.A.V.E.N.G.E.R. [spoiler]Afterwards, players will reach a jumping puzzle where they will jump on mining elevators and platforms. Regular Shanks and sniping Vandals from the House of Kings will attack players. After the jumping puzzle, players will land on solid ground, and see a giant Shank boss that seemingly is acting as a power generator for the mines. The Shank reveals itself as "S.C.A.V.E.N.G.E.R.-3." It behaves similarly to S.A.B.E.R.-2 from the Strike, except S.C.A.V.E.N.G.E.R. is equipped with twin flamethrowers, and charges players a lot. Whenever S.C.A.V.E.N.G.E.R. is damaged enough, it will expose its core. Although this is a helpful weak spot, there is a catch: the player that deals the most damage to the core will receive a negative perk called "Bane of the Machines" which causes all Shanks, Exploder Shanks, Sniper Shanks, and Turret Shanks in the area to attack the selected player more than the others. The perk will go away with time. Eventually, S.C.A.V.E.N.G.E.R. is defeated. When it is, an elevator will be accessible that takes players further down.[/spoiler] Part 3: Of Ether and Taken [spoiler]The elevator stops at a hallway similar to most others in the Dreadnaught. Players will navigate it, until they reach a massive chamber made of stone. Gigantic pillars tower from floor to ceiling, with statues of Hive gods standing next to them, some of them knocked down and broken on the floor. At the opposite end of the hall, a lone Fallen who appears to be Taken is huddling over a container of Ether. It turns around, and is revealed to be a Taken version of Aksor, the Archon Priest, holding a Hive sword. Aksor looks hellbent, mentally insane, and his body is hunched over and deformed. A beam of energy connects his mask to the Dark Ether container. His name is now "Aksor, The Damned." He points his fingers in different directions. Wherever he points, Taken Fallen appear. Aksor then fires energy blasts like Taken Captains that blind players. Aksor also attacks with his sword. As well, Arc damage from abilities won't hurt him, but will actually heal him (guns don't heal him though.) To hurt him, players must lead him away from the Ether container. Once he's far enough away, his shield will be penetrable. But after hurting him a bit, he will retreat back to the container. He will then point his finger, and Taken Dregs called "Assassin(s)" will appear. Assassins are armed with nothing, and instead melee with claw-like fingers. But if Assassins survive long enough, they will turn on Aksor and attack him. After fighting off the various enemies, Aksor raises his sword, and smashes it into the ground, emitting a shockwave. Any players caught in the blast will have a negative perk called "Damnation," which slows down movement, and reduces visibility temporarily. Aksor will then jump back into the fight, and the same process will be repeated again a few times. Eventually, Aksor is defeated. Players exit to find a parked Fallen Skiff ship. Players jump on top of it, and it takes off.[/spoiler] Part 4: The Kings' Outpost [spoiler]The Skiff carries players into a massive cave. On the opposite side, a massive Fallen castle sits on a cliffside, a giant banner with the House of Kings' symbol draped across the front gate. Players are carried to the gate, which immediately opens. An army of melee Dregs (not Taken though,) swarm out. After dealing with them, players enter the castle. They navigate the many hallways, dealing with regular Fallen until they reach the door to the Kell's room. It is guarded by two Fallen named "Drugoris, Kings Baron," and "Silfis, Kings Baron." Soon, they are dealt with. The door opens, and players step into the boss area.[/spoiler] Part 5/[b][u]boss fight[/u][/b]: [b]Goris, Kings Kell[/b]/ [b]Goris, Tortured Blight[/b] [spoiler]The arena is small, littered with Fallen luggage. A throne is in the center of the room, a very important-looking Dreg sitting on it named "Goris, Kings Kell." He sits up from his throne, and attacks like any other Dreg. In the feed, a message says "Reinforcements inbound." Regular Fallen reinforcements will appear. At the moment, Goris is just a bullet sponge Dreg. Eventually, when Goris's health is halved, he is Taken. The same happens to his guards. Soon after though, another feed message says "Darkness rises! A Taken Zealot arrives to claim you!" After that message, Goris reappears as Taken with Taken Fallen by his side. His name is now "Goris, Tortured Blight." He is much taller, has four arms, and shoots multiple lasers from his eyes. But as well, regular Fallen appear, and yet another message says "Servants of the Kell are nigh..." After this message, Scorch Captains appear alongside other Fallen. Players must kill them, and steal their Scorch Cannons. Then they will shoot at Goris. However, one full Scorch Cannon magazine only takes down Goris's shield. Then they can use any gun to fire at a open weakpoint on his forehead exposing his brain. Soon, when Goris regenerates his shield, he will target a random player, and give them a negative perk called "Kell's Wrath," which makes the targeted player lose control of their character. The character becomes a Taken Guardian temporarily, and shoots at his/her comrades. If the other players kill him/her on normal mode, he/she could be revived later, but obviously on hard mode, they could not be revived. Anyways, this process is repeated a few times with Goris, and eventually he is killed. Raid over.[/spoiler]

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  • Cool concept but I do think that it needs a bit more team work involved on the final boss fight. This one seems like it wouldn't really have any "jobs" for each guardian to take on like any of the other raids. For example, in Crota's End, they're was the person who went sword, person who drew the attention of the boomers and then the others would just attack. In this raid, the only person with a "job" would be the person who gets taken but at that point, there is nothing you can do. Overall, it's a great idea but just needs a little bit more team work involved.

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  • Not sure if it is the same (haven't read it, I only searched up fallen raid/strike and pasted this. Btw my idea) [spoiler]Imagine it as a strike. Variks: The Fallen have scattered. They were broken for far too many times. They have been desperate enough to ask for help from the cabal. Petra: Guardian, we have intercepted a fallen ketch traveling to the (new cabal). You need to board their ship and kill their new kell. The three guardians land on different places on the ship. Without knowing where they are (no GT shown) unless they have mics. They do the usual, kill fallen, travel to the next part of the strike. Until they all intersect in the middle of a large room with three sections (one for each guardian) 3 mini-bosses (think of psion flayers) appear on each side with small amounts of AI. After beating the mini-bosses, one of the guardians gets transported to the kell's room. The player needs to get the kell to 1/3 of his health, until the player gets transported back to the room. After the player gets back to the large room, the glass divider seems to be cracked. So the fireteam has to take turns using a sharpel launcher from the yellow captain. After reuniting, the kell drops a gigantic Spider Tank (3x health and damage of a regular tank.) after beating that the fireteam warps into the same room as the first guardian (paragraph 2) and finally kill the kell.[/spoiler]

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  • Revive!!!

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  • Bump

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  • That's actually really good!

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    1 Reply
    • Um... Bump? You'd think a Raid idea would actually gain some attention...

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