[quote][i]Moved edits to bottom.[/i][/quote]
New mechanics to the following areas to make the raid that much more complicated.
[i]Tomb Ship crossing:[/i]
[b]Part 1:[/b] Additional tomb ships will occasionally arrive to either almost knock you off or fire a volley of void bombs at your fireteam. Atop some of these will be Taken Vandals with their snipers. Your fireteam will need to clear these Vandals and lead the shots away from each other to prevent one player from death. There is also a 30 second [b]revive[/b] timer - [b]you can not respawn.[/b] Checkpoint on the ledge will be guarded by a Taken Captain and two Knights.
[b]Part 2: [/b]After everyone makes it to the next platform to jump on the tomb ship, it will be protected by a long line of 8 Shriekers. 1 player will need to ride the ship to activate them as the rest snipe them out. Player death will reset health and spawn the Shriekers again. Recommended a [b]solar[/b] or [b]arc[/b] sword to block with and [b]cloaking.[/b] Popping a Titan bubble with Blessings may help as well.
[i]Totems:[/i]
You will only encounter an occasional shrieker spawn on both totems every minute, an additional Wizard will spawn in the center. Fireteam will be capped at 2 deaths before totems activate.
[i]Warpriest:[/i]
Glyph orders will randomize and have no sign of order. 3 attempts max. Taken Captains will spawn after a glyph set is complete.
[i]Golgoroth's Cellar:[/i]
The maze will have Taken Thralls traversing it now, as well as a pair of Ultra Taken Minotaurs at plates 2 and 1. They have a low health count, such as the champions on patrols, but when damaged halfway they will teleport to a random plate and [b]can teleport to each other.[/b]
[i]Golgoroth:[/i]
When Taken begin to spawn a large amount of Taken Captains and Centurions will be summoned in the center. They will be Majors - Prepare for blinding ball spam. The floor will also ignite with pools of blight randomly (and can spawn inside the damage buff bubble) and damage Guardians over time.
[i]Wall of Dicks:[/i]
Enjoy Taken Vandals up the ass. Dicks pop out randomly - no set wait time or activation.
[i]Deathsingers:[/i]
Taken Vandals now spawn as Majors, a Wizard will spawn on the plate below the relic that if not killed within 10 seconds will summon a bomb - fireteam wipe.
[i]Oryx:[/i]
Oryx has 1.5x health and mortars will hit twice as fast. The runner will be chosen [b]randomly[/b] and given a 15% speed reduction. Did I mention Taken Captains?
[i]Xylar, The Consumed:[/i]
After defeating Oryx, instead of seeing him blast to Saturn he summons a large ball of blight - larger than him. It kills him and you are prompted to investigate the bubble. Upon doing so you are teleported to the Vault of Glass, where the Atheon fight takes place. There is hydra-like Vex in the center where the middle platform used to be, and it is large like Oryx, but it is Taken. 5 people will be warped back to the Court of Oryx to face the Fanatic of Crota while the 6th member runs laps around the Vault and activating Vex confluxes. When the other members defeat the Fanatic, they are warped back to the Vault and Vex begin pouring out to assault Xylar - not the fireteam. The Vex open Xylar's mind core, and the Guardians must deal as much damage as possible in 10 seconds before Xylar recovers and wipes the Vex from the Vault. Again 5 members are warped to fight a Fanatic of Crota - 6th spawns confluxes. Rinse and repeat but adds will double each time.
When Xylar reaches 25% he marks 3 Guardians with a debuff called "Blighted Heart" which will temporarily remove player control and the afflicted Guardian will attack the non-afflicted. This lasts 15 seconds. This phase will repeat after each course until Xylar is dead.
[spoiler]Bungie should hire me for raid design.[/spoiler]
[spoiler]This took 20 minutes to write with my phone at like 2:00 AM. At least get me trending.[/spoiler]
Have ideas to make this worse? Post below!
[quote]Edit: Keep this bumped! Inform your raid team and be prepared for the 23rd![/quote]
[quote]Edit 2: Going to sleep now, adding a #Cozmo tag so he can read and confirm. Goodnight and good luck, Guardians![/quote]
[quote]Edit 3: Almost trending high! Bump for the Queen![/quote]
[quote]Edit 4: 100 replies! Ayy still not my record.[/quote]
[quote]Trending! Well done, Guardians.[/quote]
[quote]Credit to PSYGEN93 for the Golgoroth "lava floor" idea![/quote]
[quote]500+ replies![/quote]
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1 답변God people really just have to much time on their hands..including me...who read this whole damn thing...smh at myself and who ever wrote this
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1 답변Out of the whole thing, I'm most happy that I'm not the only one that calls it the wall of dicks
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Ok, so I honestly started reading this thinking it was legit and was like, ok this will be hard but do-able and as I slowly approached the end my happiness faded. Thank god Xylar was there to save the day though, jesus I almost cried man!
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1 답변Then at 1% health zylar will become immune and variks will come on the comms and say to kill the consumed you must dismantle mines yesssss? Then you must proceed for 5 waves of mines before zylar is able to be killed.
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I would expect all enemy guns have 300% splash and there projectiles have hyper aggressive tracking and velocity. Then Taken Minotaurs now come packed with explosives. Once they reach 30% health they will spaz teleport on top of you( oh and their hit boxes during this is key hole sized )( expect lag self healing like in VoG)
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you did half the things perfectly and the other half horribly. Tomb Ship crossing: Part 1: Additional tomb ships will occasionally arrive to either almost knock you off or fire a volley of void bombs at your fireteam. Part 2: After everyone makes it to the next platform to jump on the tomb ship, it will be protected by a long line of [b]4[/b] Shriekers. 1 player will need to ride the ship to activate them as the rest snipe them out. Player death will reset health and spawn the Shriekers again. Recommended a solar or arc sword to block with and cloaking. Popping a Titan bubble with Blessings may help as well. Totems: You will only encounter an occasional shrieker spawn on both totems every minute, an additional Wizard will spawn in the center Warpriest: Taken Captains will spawn after a glyph set is complete. The Cellar will not be changed, that area (and actually the first jump puzzle as well) were made as cool down points between boss fights. But i feel the slight adjustment to the Ships would be plausible Golgoroth: failing to catch gaze lights a rune likely more diverse adds second jump puzzle i expect no change for the same reason, possibly a few that launch after you cross them so hesitation will kill you the rest i have no idea.