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Destiny

Discuss all things Destiny.
Edited by ZoniCat: 10/17/2015 1:57:00 PM
5

Vex Raid Idea

anyways, back to the vex raid idea I had. so, if anybody has any memory, it was said the vex DLC is going to be the last one for destiny 1. this means, I want it to be bigger and better than any other DLC, including the raid. this is just my personal idea on what would be cool: a quick brake down of the raid: it takes place on mercury (and maybe another place . . . ) stage one: beginning the raid jumping puzzle add fight boss fight (takes place in same spot) interesting exploration feature (including add fights, jumping puzzles, and mini bosses.) entering the raid location (that's right you aren't technically doing the raid until this point. that jumping puzzle is in patrol on this planet, in fact multiple are. they are used to get from place to place. the add fight room can be entered, and there are raid level adds in there, but you can't activate the special mechanic to beat them and summon the boss to go to the next place in patrol or any mission, (well, maybe one ;D )) stage two: finding the final boss boss fight add fight while trying to progress to the next area very interesting jumping puzzle (different from the other ones.) boss preparation stage. final boss fight. stage 3: being shattered note: I really wish there was a way for bungie to deactivate even party chat for this raid part, as it splits your fireteam up into three sections, and using the game chat you can only talk with your partner. you have to communicate in different ways with the rest of your fireteam, but I don't think they can tamper with party chat, so it would ruin it. miniboss fight / puzzle / survival then: exploration / survival / miniboss fight then jumping puzzle / jumping puzzle / jumping puzzle (the puzzles are connected) meet up with team 3 for a puzzle / miniboss fight / meet up with team 1 for a puzzle then the teams meet up in present stage 4: a really big boss fight. add stage (small) boss fight mini boss fight mini boss fight boss fight large miniboss fight final boss fight . . . stage 5: finishing your objective. exploration phase add wave (single add wave. with minotaurs and harpies. that is it.) mini boss fight gathering something you need mini boss fight add wave while trying to progress stage 6: defeating the final boss . . . proceed through the same mini boss fights as in stage 4, but with some key differences to make it interesting. final boss fight second stage of final boss fight last stage of final boss fight. mini boss fight (there is no way to win this one. no way) final boss is revived. you send yourselves back in time, knowing your current strategy will never work stage 7: defeating the final boss . . . exploring for more relics fighting the final boss / killing mini bosses killing mini bosses / letting yourself die from mini bosses fighting the final boss / letting unbeatable mini bosses kill themselves killing mini bosses / hiding from final boss while reviving your friends final boss fight / other final boss fight killing final boss / killing final boss teams reunite after showing mission complete you hear a faint whisper in the background, it sounds robotic but somehow, organic. it says: "guardians aren't the only ones who make their own fates" you receive raid rewards. but is the raid over? only if you don't want to finish the job (E.I: the vanguard won't let you not finish the job) stage 8: final killing the final boss, or bosses? I am not even sure of myself right now split into 6 teams. yah. 1 man fireteams. exploration/ exploration/ puzzle/ exploration/ puzzle/ puzzle puzzle/ jumping puzzle/ stealth section/ helping other team through stealth section/ exploration/ fighting mini boss gather relic/ gather relic/ gather relic/ gather relic/ gather relic/ gather relic return to the present (all teams) reunite with a total of 8 raid relics. 2 activators, 2 temporal immunity producers, 3 rift generators, 1 temporal repair unit stage 9: ok, now we kill the final boss. I promise 12 portals. 12 mini bosses/ final bosses to kill you can do this in a variety of ways, like keep your entire team together, send out one man armies to get the job done, or break into 3 groups of two, two groups of three, you get the idea. in essence, the only thing you do here is track down the remaining overlord backups and destroy them before he can recreate himself. but after killing these back-ups, it turns out that the overlord still survived but is in a weaker state than ever before. in fact, before this boss fight, all those other ones just weakened him. he never actually died. all those combined health bars he had, were just one giant health bar, that you were slowing pecking away at for nearly the entire raid. so it shows he has a sliver of health left, but really has as much health as Atheon, and Oryx combined. but anyways, huge final boss fight, you kill the overlord at long last, remove the activators, connect to the temporal immunity device, and activate the temporal repair device to fix all the damage you have done to the time line just trying to kill this one guy! stage 10: yah, a 10 stage raid. you could probably get all the gear in 3 - 5 runs of this raid, but you would hopefully want to replay it for the sheer fun of it :D because of all the vex tech you were exposed to, you and your raid group have to do a mission on mercury to cleanse yourselves. but don't worry, it is really just a calming, relaxing, robotic room with the sun shining in, plant life living, and a bubbling bath of nice, clean, vex cleansing liquid. just sit down, chill with your pals after spending 9 FREAKING HOURS ON THIS RAID!!! and just talk about the good times you guys have had as a raiding group :) additionally, on hard mode, there is a chest near the back of the room with a chest that has some cool stuff in it: first opening: the hard mode raid ship second opening: a very cool shader (makes your armor all reflective and glass like. it actually reflects your surroundings) third opening: a part to the hardmode raid exotic primary 4th opening: a part to the hardmode raid exotic primary 5th opening: a part to the hardmode raid exotic primary (final piece, just need to do a short questline to combine them) 6th opening: a shot at an exotic, or it gives you a blue engram that always decrypts into a legendary 7th opening: a second raid emblem that is similar to the first one, but instead of being light blue for details and white for base, it is platinum for the details, the base is translucent (like glass), and it has a small 7 in each of the 4 corners. specific parts of the encounters will be in the comments. I reached the maximum length for a post :P

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  • This is a little ridiculous. You have about 10 bosses? Wtf?

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  • Bump

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  • Or, how about no?

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    • Sounds like the vault of glass to me

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      • encounter 1: you spawn in the location you spawn in mercury patrol, but instead of going to the spot that all the patrol areas are, you turn around and follow a jumping puzzle to a very dark room in a colossal pyramid like building. after your entire fireteam enters the room, the door behind you closes, inside the room, it is like the dark blade strike boss room, but much darker. you can't even see 1 foot in front of you. the only way to tell your surroundings is to bring out your ghost and let it survey the surroundings. anyways, this is how the checkpoint plays out: vex harpies start spawning in the corners of the rooms, very rapidly. it is easiest to take them out with fast fire weapons or explosive weapons. they will stat dealing massive amounts of damage. they are called time keepers. they have arc machine guns that wind up a little before shooting at rapid fire speed, similar to the nechrocasm. the arc shots explode in an arc explosion and release a glowing arc flame that standing in stops your health regen. in hard and expert mode it deals damage. the flame doesn't glow except in normal mode, and even in normal mode it doesn't glow bright. the time keepers will keep coming until you use the flames they shoot to light up an artificially, burnt out torch on the wall. the flames disappear quicker than normal when in this torch, but eventually the torch will be bright enough to light up the entire room. then, after killing the remaining time keepers, a large vex teleports in. it is the first boss, and is called "The Keeper of the Church". the fight plays out as so: the boss looks like a slightly bigger minotaur (by about 1 foot) with hobgoblin ears, additional plating on his chest, and a single hydra eye. he has a small personal shield similar to a hydra, but void. getting near him slows you and deals damage to you, but after the initial damage no more damage is taken. the slowing effect increases in strength exponentially the closer you are to him. shooting his hydra eye deals no additional damage but reduces the size of his shield. shooting his shield increases the size of his shield. shooting him anywhere but his chest and eye cause him to teleport somewhere else. shooting him in his chest does no damage. 1st phase: he acts like a normal minotaur with a hobgoblin sniper. after taking away about 1/8 of his health, he activates a second personal shield, this one is solar. after taking down another 1/8 of his health, he activates his third and final shield, which is arc. at this point, he has 3 shields around him that completely cover him. the only thing exposed is his head, and additionally, turrets pop out of the walls that target anything that jumps into the area, including other enemies. 2nd phase: you can't damage the boss, but adds starts spawning. occasionally, something called a vex priest will spawn in. they are yellow bar hobgoblins with fancy glass decorating on their armor with glass spikes and necklaces. the use a charge up gun that after charging releases a burst of a certain element. it is an 12 round burst fired in rapid succession. killing one of these priests while they are shooting will cause them to drop an element crystal of their element (an infinite amount spawn with a random element each time). To take down the bosses shield, you have to run up to him and "drain" the energy from his shield with the active crystal. this will stagger him, knock you back, refill your teams health (only yours in hardmode, no ones in expert mode), and deactive all vex priests of that element (E.I. no more will spawn, the ones that are spawned will start to jitter and eventually crumble to the ground). there is then a hole in his defenses. after dealing 15% damage to his health, he will close the gap of the shields will his two remaining shields. His chest is still impenetrable, so the only parts you can shoot are his head and eye. you continue this two more times, each time reducing him by 15% health. 3rd phase: all three of his shields are deactivated, and he decides to go into a damage phase. he opens his chest, revealing a crystal that when shot deals huge damage, but also he will drain power from a random guardian, removing their over shield, then he will start rapid firing his sniper which now deals the same elemental damage as the guardian he just took from. but each element does a different thing: solar causes a burning effect to targets arc causes him to fire faster and more accurately void causes his shots to explode, leaving goopy residue and damaging ANYTHING that steps in it. including him. basically, bring him down to zero health when he is doing this, and there you go! boss 1 killed. a door opens up leading deeper into the vex citadel/ church \.

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