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Edited by Skate: 3/12/2018 4:25:44 AM
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Skate

New Raid Concept: Savathûn's Respite

Needs some work, but good start.

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Bungie should hire me.

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Horrible raid concept.

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(PSA) - This is still a work in progress, please understand that - (PSA) (Edit) - Added New Encounter - (Edit) as of 3/12/2018 12:25 am EST Raid: Savathûn's Respite Total Raid Encounters: 5 - (3 boss encounters / 2 puzzles) Final Boss: Savathûn the Taken Queen, Hive Lore: The long lost sister of Oryx has taken over the dreadnought, we have lost comms over the ship ever since the red legion attacked the last city. We have gained some intel of an increased hive/taken activity on titan. What ever she is doing its disrupting our comms to not only the dreadnought but as well as titan. Guardian reach out to titan and relay back to that hive infested ship and take down the queen. ------------------------------------------- Terminals: This is the first encounter of the Savathûn's Respite raid, during this encounter Asher will send his dreg (Rufus) to help the guardians hack 6 terminals in order for a safe transmit onto the ship from titan. To hack each terminal 3 guardians need to pick up wires (dropped by enemies) and rewire each terminal. Meanwhile the other 3 will protect Rufus as he individually hacks each of the 6 terminals. Each hack takes around 45 secs after all wires are inserted, the hack will begin. After all are hacked a chest will drop (Engrams/Shaders) and you will be able to board the dreadnought. Krieg the Helium Drinker/Numus the Hound: (Boss) This second encounter has the team of 6 face off against a chained hive ogre and his deadly owner, Krieg the Helium Drinker. To start the encounter you must shoot the hanging chandelier or chain near these bosses. After the chandelier drops, adds will spawn out of the 4 doorways around the map, Watch out for shriekers above the doors. After killing adds, 3 teams of 2 must divide up and spread out into a circle (each standing on the yellow lights in the middle of the map on the ground, around krieg). Once everyone is in position these golden shriekers will spawn 2 at a time behind your teammates. You will have to rely on your team to shoot the shriekers behind you while you shoot theirs. When your team kills more shriekers the panels will rise higher and higher eventually reaching the top level of the map. If any of your fireteam jumps off these panels, it will result in a team wipe. Keep in mind that when you are killing the shriekers Krieg will start to set fire to one of the panels, in order to not die you need to switch panels with your partner (Jump back and forth). When all of the shriekers are dead and the panels have been fully raised this is when you do DPS on Krieg. With a good team this should be killed in a short amount of time, however if you don't kill him, the floor will drop and adds will spawn again (repeat and kill). After you kill the owner (up to 2 tries) the next part of the encounter begins. Numus the Hound, (the ogre) will begin to charge at the team in anger of his owners death, to do damage you must shoot his shield (it will say immune however you are filling up his rage bar). Once his rage bar is full he will turn red and start charging people at random. To do damage your team needs to bait him into running into a wall to break his shield. After that do dps to him and repeat if necessary, keep in mind more and more adds will spawn the longer your team is fighting these bosses so look out. If you take more than 2 rounds to kill Krieg or more than 2 to kill his ogre your team will wipe. The order of bosses and when you kill them doesn't really matter. If you were to shoot the ogre's chain first instead of the chandelier, the second phase would be first however there are some changes your team needs to looking out for. When you kill Numus the Hound, his owner Krieg will act be more erratic and unpredictable. He will be easier to damage for dps because of his misfire from his boomer, however he will spawn 4 shriekers at a time instead of 2 per round. So if your team is lacking dps on bosses, shoot the chain first . Numus's rage bar will be harder to fill and Krieg will be shooting fire at your team but he still has the same amount of health. After you kill both the bosses in any order a chest will spawn holding loot for your entire team and a door will open, enter it to go to the next encounter. Worm Harvest: The Third encounter of the Savathûn's Respite raid, in the broodmothers mating grounds. As the fireteam of six enter the map there will be a major hole in the middle of the map as well as 5 different dark linear hallways (forming a star shaped-like map). Each member (except one) must take each hallway around the map. There will be a wave of constant thrall and taken wizards spawning down each hallway which you need to kill. These hallways have a different number above each of them and no one guardian must guard the same hallway more than once. The encounter starts when one guardian enters the major hole in the middle of the map. The guardian that falls down the hole needs to constantly avoid obstacles by falling through these small openings (similar to EOW ring puzzle). If any enemy enters the hole when the person is falling these openings will close one by one, potentially causing a failure of closure (or team wipe). As the person is falling, it is the team's job to stand and guard each of the 5 hallways. Each member must take each hallway around the map. When the person who fell through the hole makes it to the bottom he/she will see a pimple looking object and needs to kill it. There should be three of these hive pimples. In order to complete this encounter your team needs to pop each one at the bottom (3 must be killed, one person can only kill one at a time). To start the next round simply have the person who was guarding the top right hallway (Number 5) to jump in the hole while the previous jumper takes the first position (Number 1). Keep in mind that your above ground team needs to account for thralls entering the hole and taken wizards (because they spawn more thrall). If you take to long killing the pimple on the bottom this will cause a wipe. Once you kill the pimple a transmat teleporter will spawn near the middle of the pimple area, step on that to teleport back to the top. After everything is complete you can go and retrieve your loot, and all fall down the hole once again but there are no obstacles only hive matter that springs you up preventing fall damage, go down the hallway onto the next encounter. (New Edit) Quria, Blade Transformed: (Boss) The fourth encounter of the Savathûn's Respite raid takes place in the final boss room (un-ascendant). The final boss room before the mighty Savathûn encounter is a dense maze. As the team of six emerges from the vex transmat (disguised as a loot chest - glows purple near the end of jumping puzzle after worm harvest) they are welcomed by a loud high pitch sound. To start this boss encounter the fireteam must enter the maze (each of 6 entrances must occupy guardians). When everyone is locked into place another high pitch noise will indicate the start of the encounter and music will start. The first round starts off when the fireteam is separated into a maze. Their main objective is to call out traps set up around the map. So say if the guardian in position 4 goes through his/her path and sees a green symbol with the number 6 next to it, this means that whatever danger sign is associated with the color green (Taken knights with barriers will spawn) will occur soon for the player who entered the 6th slot at the mazes entrance. Keep in mind, only one symbol/color will occur at a time for one player in the first round. Here are the symbols the fireteam should look out for (Green: Ascendant Knights will spawn with taken barriers, kill these knights to lift barrier) || (Yellow: Taken blight floor - if player touches blighted floor results in instant death) || Red: Swarm of taken hobgoblins that attack only that player, cover randomly disappears for player) || Blue: The maze floor will randomly fall out of existence jump away from falling tile to keep on exploring) || Black: (Random location if stepped on will result in instant death - Marked lighter than the other tile sets). So after a symbol and number is called out the person in that row will need to look out where he/she steps while their traveling through the maze. All teammates must make their ways through the dense maze and have to find at least 3 different ascendant staffs to damage Quria (Under a short time limit). Alongside the colors and numbers on the walls of one of the players there will also be a chance of encountering an ascendant staff within the maze(depicted by relic icon (Vex Heads in EoW)) .These will allow for Quria's shield to break temporarily while the rest of your team goes in for damage. If you time each perfectly you should be able to damage her around 3 times per round. The less staffs you have the more people should be damaging Quria. When your done damaging her she will spawn a random assortment of adds under the altar where Savathûn is idling. Kill all of these and they will drop transmat tokens (glowing arc charges that allow you to start back at the start of the maze for round 2. Round 2 plays the exact same way as round 1 except there are twice the amount of colors/symbols, maze paths are more deadly and different, as well as less ascendant staffs to use on Quria for damage. For example, if team is on round 2, players 1 and 5 might see symbols that warn 3 and 2 about dangers they might face. Keep in mind that if your team surpasses 2 rounds of the maze Quria will enter her enraged state. There will be 3 symbols on the wall of 3 of your fireteam members, and only one staff for your team to damage Quria with. If you can’t kill her after 3 rounds this will result in a team wipe.... Read more here: https://discord.gg/Xn95Dg5 Join Up, Go under raid ideas near the bottom. I wish I can post the entire thing but limitations of chars. Cheers!
English
#lore #destiny2

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  • Better than bungie.

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  • Like I said before, great read. Here’s a link to a reworked version of an old Strike idea of mine from when D2 first launched that I just posted. Have a look. https://www.bungie.net/en/Forum/Post/243761208/0/0

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  • It looks really good but you should remove some of the limits like the 2 damage phases in the first bosses

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  • I like everything except the location of the raid. Savathun is all about deceit and cunning, so hiding in the exact same place her brother let an attack is too obvious for her. Remember, she has her own throne world, so the raid should be held there. I'm fact, because she is the queen of deception, the raid should be based on that, with constant tricks and lies and illusions challenging the guardians, like the maze part of the Quoria encounter.

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    • I REALLY hope they don't call her the Taken Queen. That's an amazingly low-effort name. Interesting enough concept but that Taken Queen thing is really activating my almonds.

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      • Edited by twirlypen: 3/13/2018 8:49:08 AM
        Excellent detail, but a couple things... --- (Edit) - Quira is not dead --- To date, there still hasn't been a true Taken raid boss. "But didn't Oryx take himself at the end of Regicide??" Ehhh.... that's a stretch.

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        • The Quria Blade Transform is interesting, however I believe its difficulty lies too heavily on the insta-kill maze parts, and randomization. The rest is okay, however a lot of the ideas I noticed were sampled from different raids, like the one with the Helium-Drinker and the Ogre, killing the Helium Drinker sounds a lot like Golgoroth, or standing in one place while doing damage to things. Perhaps some entirely new and different encounter ideas?

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        • How much silver will I have to buy to fund this?

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        • Edited by Ve7n00m: 3/12/2018 1:55:45 PM
          I haven't read it but it's probably better than anything Bungie can come up with at this point! EDIT: I read the 1st paragraph and no thanks, enemies dropping wires for you to re-wire terminals lol oh god dude, I was wrong about it being better than anything Bungie could come up with!

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          • I think move the raid to Titan.

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          • Hmm, where did this Rufus come from?

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          • Edited by Onyx Guard: 3/12/2018 1:37:23 PM
            No mention of flying A-6's/F-8's/F-4's to stop the queen from sinking the city with a giant worm.

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          • Ye ye, bye now

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          • bump

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          • I will finish up the rest soon, I still have many other raid ideas that I would love to be used and lore friendly as well. Any ideas on what the next encounter should be?

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            • Tl:dr, but I read some here and there and it looks pretty cool.

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            • Edited by M0rse: 3/11/2018 6:51:22 PM
              I used to post Raid and Strike ideas all the time back in the days of D1. In D2, I only made 2 Strikes before losing motivation, but seeing other people try motivates me to try again too. Thanks, great read btw. One thing I realize tho is that stuff like this may need to be posted in Community/Gallery rather than lore.

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              • As good as that idea is, we all know bungie will milk the leviathan for the entire duration of D2's miserable existence.

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                • Keep being creative. We need more people like this... Maybe some people at BUNGIE like this too...

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                • This all sounds cool. My only two cents is the encounters/puzzles. With the leviathan raid I really enjoyed the creativity of the encounters, but they weren't good enough to replace a boss fight. I think they should use the puzzles and leviathan type encounters as the in-between encounter of the boss fights. Imagine, if you will. I'm going to use the leviathan raid as an example. The raid starts and you run the castellum to open up the first boss encounter. Then run the gauntlet to open the next boss encounter. Then the pleasure gardens to open the next boss encounter. Etc. Etc. I really enjoyed these encounters, but I think they should be in-between the bosses.

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                  • Would be nice to have more people on here contributing ideas like this 👍

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                    • This is inspiring me to post my own raid design, I drew one up ages ago involving a distress signal from rasputin, and all the enemy races converged on the bunker, so you and your fireteam had to fight through a total of 8 encounters (2 per vanilla enemy race) and face off against rasputin in the end... Got to the point where i even had a whole DLC and questline made up for it too

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                      • 👍

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                      • I really wish she had nothing to do with the taken at all. That was Oryx's thing. Due to her lore, she should be much more dangerous and unique.

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                        • It sounds good except the location. I think she’d absorb his world and make hers more powerful. Hers would probably be a moon or something that flies through space

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                        • If they call her the taken Queen I will kms

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