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originally posted in: RAID: The Dimension Within
Edited by Gabe: 4/14/2015 10:50:28 PM
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Gabe

[u]Encounter 4: Chydra and Nemea, the Identical [/u] Each half of the team meets to this rectangular room. This part of the temple seemed more worn out. The stones were crumbling and the cold air from the outside had no hard time getting in. In the center was a plate much like in the first encounter, and a hundred meters above that was an opening. The exit. The left team comes out the leftmost side of the room while the right team comes out from the right of the room. Your fireteam rushes to the center plate, but before any of you could get halfway, a four legged beast drops onto of the plate, blocking your exit. Not long after, so does a second one. [i]Chydra and Nemea, the Identical.[/i] Chydra and Nemea resembled lions, but they were definitely not earthly. They were skeletons. Chydra looked mechanical, made by machine. A very agile yet complex machine. The inner workings rotating, whirring, and shifting in a million different ways. A glowing white core was fixed in its chest while the outer shells looked like brass. No doubt a creation by the Vex. Nemea, on the other hand looked much more organic. It appeared to have a clear skeletal structure. It emanated a green aura as if it was constantly covered in green flames. Its three eyes pierced as it snarled at your fireteam. A beast belonging to the Hive. The encounter starts and pillars rise at each corner of the room. Two of these pillars contain relics. A sword and a shield. Two players must pick up these relics. Chydra and Nemea will charge at your team to swipe your team out of existence. You can slide under their legs if you don’t want to jump out the way. They will also stop to shoot a laser blast from the mouth that kills instantly if you are far away, but this attack is easily avoidable. At the same time Acolytes and Goblins jump in and provide greater annoyance to your team. Chydra and Nemea are invulnerable to gunfire until their shields are removed. To remove Chydra’s shield, the sword bearer must super the shield bearer which gives them the buff: [i]Oryx’s Touch[/i]. The shield bearer then can fire the super at Chydra to remove its shield. When Chydra’s shield is removed, it will be stunned, leaving it vulnerable to gunfire. To remove Nemea’s shield, the shield bearer must super the sword bearer which then gives them the buff: [i]Theona’s Touch[/i]. The sword bearer must then super Nemea to remove its shield leaving it vulnerable to gunfire. Both can be stunned for a brief moment with supers which gives the relic carriers a better chance of removing their shields. When both monsters are destroyed your team can get on the center plate which will then rise, and take you out of the Forgotten Temple. [u]Encounter 5: Escaping Yourself [/u] Your fireteam emerges the temple. No longer do ceilings or walls restrict the freedom of your team, and your gaze into the stars extends into infinity and beyond. You scan around the area and find the familiar wasteland that you were greeted with when you arrived. However, there was a slight difference. Neptune was further away. The gears in your brain began to turn. Neptune no longer faced an immediate threat to the moon, but rather it looked tame. You looked at your armor, and noticed something different, too. An overwhelming sense of déjà vu came over you. The armor you were wearing was outdated. Your mind froze. Geysers erupted as you came to the chilling realization. This wasn't a different dimension, this wasn't time travel. [i]This was a memory.[/i] A flashback. You've done this before and you know it, yet the memory is locked tight behind death that not even the Traveler could revive. Only you could. Roars of the fiend that sent you here broke the intense chill of recall and shook the moon. Serberus, the Hell Keeper. You could hear these roars, but the monster couldn't be seen. You're locked into your own mind, along with your fireteam. You must break free of the spell, awaken in the present, and defeat Serberus. At this point, groups of either Fallen, Cabal, or Hive emerge to extinguish your fireteam. After defeating this wave, Augurs will spawn and you must destroy the Augur that corresponded with the wave of enemies. This time, a small shockwave will radiate from the destroyed Augur, slightly pushing back enemies and your team. When this happens, reality will flicker for a moment between the present and the memory. Another random wave will emerge and so will a shield. This time, the correct Augur is invulnerable to gunfire, and only a super from the shield will destroy the Augur. This time, the shockwave created will be bigger, shoving back enemies and your teammates taking down those who are unable to maintain their balance. A third and final wave of enemies will emerge this time, a new relic will appear: the Epirus Bow. Unlike the other relics, the bow has ranged attacks. It fires arrows of light, and the super allows to shoot a tri arrow that explodes on contact. The final Augur will be invulnerable to gunfire, the shield’s super and the bow’s super without the buff. The shield bearer must shoot their super at the archer which gives them the buff: [i]Ruiner of Time[/i]. Firing the bow’s super at the Augur with this buff will produce an enormous explosion which makes everything go black as soon as the arrow makes contact. Silence. [u][url=http://youtu.be/8NGtL3HUPUo]Final Encounter: Serberus, the Hell Keeper[/url] [/u] Your fireteam awakens from the trap of the mind. You all find yourself in a crevice in the ice. Serberus roars, no doubt looking for your team. On the ice also awaits an army of fallen, patrolling and looking for your team. Upon emerging from the crevice you notice the bow, but Serberus notices you. Your fireteam rolls into action firing at the beast to distract it while you make a run for the bow. Upon picking it up, you notice the bow is now permanently infused with [i]Ruiner of Time[/i]. Your fireteam must avoid the arc ice attacks from Serberus while fending off the Fallen army. The bow’s super will not charge over time and will not charge from enemy kills. The only way to charge the bow is through orbs generated by the team for its super is extremely powerful. Because of this, the bow will require a substantial amount of orbs to charge it, about ten times more than a normal super, so it is important to feed off from each other’s supers to generate as many orbs as possible. When the bow’s super is fired at Serberus, time will stop except for your fireteam. Reality itself will appear to be locked into a single frame. The Fallen in the area will freeze in place, bullets from the enemy will float in space and Serberus will be vulnerable to gunfire for this brief moment. Taking advantage of the time stoppage finally gives your team the upper hand to defeating this evil. Serberus let out a final roar of despair as it disintegrated into a blaze of ashes. In the remnants lay a dead guardian. A Titan. Consumed by the Darkness, this Titan battled your team and lost, for the strength of this Darkness was no match for that of your Light. But why had this calling brought you here? Serberus had forced you to remember, but why did it do that? What other memories stayed locked inside your own mind? Your fireteam cheered as they reaped the rewards from their hard work. Among the glory of victory, you couldn’t help but have a feeling that this was just the beginning. The Hell Keeper was destroyed but Triton was far from the hell that this monster was guarding. The Darkness had taken hold of this guardian to do its bidding. Another déjà vu you couldn't quite put your finger on. You savored the joy of triumph as you take out your ghost to go into orbit. The past no longer completely shrouded in mystery like the future, but questions remained to be answered. Memories had never been more dangerous, but it was certain that from this point forward, no matter how hard you tried, you would never forget going into [b]the Dimension Within.[/b] [b]Please bump if you like this so that other people can read this. Feedback is welcome! Thank you.[/b] Check out my previous raid: [url=https://www.bungie.net/en/Forum/Post/98401132/0/0]here[/url]
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  • Is bumping still a thing

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  • Terrific ideas

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  • What level is it?

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  • Bump fo sho

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  • Thanks fo sho

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  • That's awesome man really well thought out

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  • Thanks, I'm kinda planning on making another one but I want to play the new raid before I do anything.

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  • I knew it! Titans are the darkness!

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  • Awesome!

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  • What's the new raid like?

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  • Good read. Would love to play this.

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  • Bunp

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  • This could be the comet raid, I would love this. It seems to take so long though.

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  • Bump for no HoW raid

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  • That was pretty good I enjoyed that and think it would be a much more difficult raid than what we currently have.

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  • It's a nice idea but forgot one thing the awoken are on the edge of the darkness in the reef

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  • I think this is true, but why does it matter?

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  • BUMP

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  • Bump

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  • It is cool but asks more questions then it answers.

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  • Isn't that what Vanilla Destiny did? Just pure questions. In this one I dive into the rabbit hole created by the beginning of the game in which you are resurrected, with no memory, and asked to do the bidding of the Traveler. Before you were resurrected, did your values then line up with your values post resurrection? How do you know since you have no memory. In this one, a bit of that memory is unlocked and you see that things are a little more complicated than you thought ...

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  • Edited by DimitriZagotsis: 3/25/2015 11:04:53 AM
    [b]Let's make an ultimate Raid Idea Topic for Bungie to see and draw inspiration from[/b] Hello fellow guardians, Here are my own idea's.... I made a drawing (very basic I know...) that hopefully would explain a lot of things. So the idea is that each guardian starts in another area of the raid and towards the end they all come together in one room where they fight the boss. They can not see each other. Only communicate. Maybe the starting area is something where each guardian should hold open a plate in each room and when that happens, all doors to the next room open up so each guardian can go forward in the raid. You don't even have to make every room the same objective. Maybe guardian 1 needs to hold open a plate, guardian 2 needs to hold of enemy forces, guardian 3 needs to parcour a certain route in time, guardian 4 is in a tank blasting of enemy ships before they can enter land...you name it.... While beginning the raid, you don't actually now wich area and objective you're gonna land in wich also helps for unpredictability in clearing the raid. When each guardian reached their objective, they can then all enter on a plate simultaneously or something else that will grant acces to the next area where they will be teamed up with another guardian so its 3 teams of 2 now, instead of 6 individuals. Now its 2, 2 , 2 with each their own objectives and coöperation between other guardians over different area's, just like the Atheon section where one team goes outside and the other team stays inside. And so the raid continues untill it's 3 v 3, then maybe let them all split up again to 6 indivuduals again and just before the final encounter they all enter the room at the same time. Let them glimps at each other for the first time all toghter as a team before they get seperated again to go and destroy the boss to claim victory over the raid in one epic battle where each guardian has their own objective. For the bosses: make them more versatile. Something like, the bosses shields will change over time from void to arc to solar to kinetic. Maybe a set change or one that's random so you never know what kind of shield the boss will have, so your team must be set up in a kind of way that each damage type is foreseen. Than add that up with mobs coming every direction and the jumping ability will decrease over time, while the boss opens up ground with flames or stuff like that so the longer the battle continuous the less room you have for mobility. Maybe make the battle more vertical, like the things i just said like floor opening up will happen on ground. Up higher on Level 1 will be where all the mobs will be coming, even higher will be enemy drop ships shooting at you that you need do hold off so less enemy's can enter. Another guardian can use a shield to shoot down to the cracks on the floor so they can close again.... I don't know, spice it all up in one big coördinated battle (Colloseum style?) Or maybe before each guardian enters the final room they don't know untill they're inside what their objective will be in the boss battle. Will they be the one on the floor? The one holding of enemy ships? The one killing trashmobs? The one using shields...? I don't know....just adding my 2 cents. [b]If anyone else has idea's, jus trow them all in one big topic for Bungie to see and draw inspiration from. [/b] Guardian out.

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  • Great idea. I made this topic but wasn't as successful. Why don't you go ahead and throw in your idea here: https://www.bungie.net/en/Forum/Post/103525006/0/0 so more people can read it :)

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  • Gotta bump this

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  • 1st dlc for comet?

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