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Destiny 2

Destiny 2 について話し合おう
CSPolca3により編集済み: 5/22/2019 2:38:39 AM
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Raid Boss Ideas to Circumvent Nerfs

BUNGIE, feel free to use these ideas. I do not claim any sort of ownership over them. I felt Bungie's excuse for the nerfs this time around was a little weak, though not necessarily untrue. So here we are. Feel free to throw more boss ideas in here. ----- [u][b]Boss 1[/b][/u]: A trio of hive wizards [u]Scene[/u]: A large crater or similarly shaped room. There is a ring of hive obelisks spaced evenly around an elaborate rune of resurrection. There is nothing else in the area to provide cover. The wizards are each a master of a different energy type. They are performing a ritual to resurrect a powerful member of the hive; possibly a god. [u]Mechanics[/u]: 1) Each wizard has a different energy shield (arc, solar, void). 2) Each shield can only be broken by the same damage type as the shield. 3) When a shield is broken, a damage explosion is released. This explosion fills the majority of the battlefield and causes massive damage to any player hit by it. Getting hit by two of these explosions, without healing in between, will kill any player at any resilience level. Two explosions in rapid succession can kill players within a Well of Radiance. 4) After a shield is broken, that wizard can be damaged normally for a short period of time until they restore their shield. However, if a wizard is dealt damage by their respective element, the wizard will use that energy to instantly regain their shield. 5) If any wizards remain alive ten seconds after one is slain, the remaining wizard(s) will resurrect the fallen wizard(s) to full health. [u]Notes[/u]: 1) Obviously they need to be killed quickly after the first one goes down. So damage them about equally until they are all sufficiently low enough to burn through quickly. 2) Perhaps the obelisks can block shield explosion damage, so positioning is crucial. 3) Weapon damage types, dps, varied loadouts, and coordination are all a necessity in this encounter. 4) Something like Whisper or Sleeper may do extraordinarily well in breaking the solar shield or damaging the arc and void wizards, but the mechanics of the fight ensure nothing can be face-rolled too easily. ----- [u][b]Boss 2[/b][/u]: A massive vex gatelord. [u]Scene[/u]: An incursion point just outside a vex gate crucial to some hare-brained scheme. A gatelord has decimated the battlefield. This gatelord is larger than any we have ever encountered. Its armored plating is impervious to non-siege weaponry. [u]Mechanics[/u]: 1) Three player-driven, siege engine, lancers dot the field. These are used to harpoon the plates on the legs of the gatelord. 2) Each leg has four plates (front, back, left, right). 3) The lancers must harpoon the same plate, then drive away from the gatelord to pull the plate off. 4) Once a plate is removed, the guardians on the ground may begin damaging the leg for a short period of time before the gatelord diverts energy into a shield to cover the gap in its armor. 4a) Arc damage dealt to the leg will cause the gatelord to overcharge; instantly putting a shield over the gap in the armor, but causing the gatelord to stutter in its attacks for a short time. 4b) Solar damage dealt to the leg will cause the adjacent plate(s) to fuse to the frame and become immune to the lancers. 4c) Void damage dealt to the leg will cause the adjacent plate(s) to pull toward each other; warping the metal and covering the gap in the armor, but will reduce the gatelord's movement speed. 5) When sufficient damage is dealt to both legs, the legs will break off and the gatelord will use its arms to move around. 6) The fight will repeat in the same manner, this time focusing on the arms. 7) When sufficient damage is dealt to both arms, the arms will break off and the gatelord will fall to the ground. 8) At this point, the lancers will need to get in front of the gatelord to pull its head plating off. This is very dangerous, as the gatelord's primary attack will be a wickedly powerful eye-beam similar to Cyclops in the X-Men. [u]Notes[/u]: 1) The guardians on the ground will have to act as diversions so the lancers can get into position and take their shots. 2) Coordination? Check. 3) Solar weapons like Whisper and Sleeper may burn through an appendage quickly, but you run the risk of not being able to fully destroy the appendage if you can't pull anymore plates off. 4) Slowva bomb may be effective, but it will also prolong the fight. Perhaps large, continuous waves of ever-more-powerful vex should pour out of the gate at frequent intervals? 5) While ground troops are damaging the gatelord, the lancer drivers can be mowing down the hordes of vex flooding the battlefield. ----- I hope you guys like the ideas and I hope Bungie tries something like this in the future instead of just nerfing the outliers.

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