Request Dungeon Suggestions

Reverance

Final Heaven
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I've seen a lot of talk recently about content becoming stale and very few actual ideas regarding fresh content.

I'm looking at a group styled Dungeons with 3/4 floors (First 2 floors Rt) and a KR.

The Dungeon would be designed entirely around group play - Torches are irrelevant and areas can be lit up by activating Relics on route (Standing near them).

Relics could also potentially be used along the route to buff players/debuff mobs.


I've included a basic layout for a potential KR/boss fight as well based around debuffing/buffing he boss using Relics.

Basic Idea.png
 

Adv

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I like the idea of fanning out. Like how Evil Mir used to be killed. Although I think the relics should have random de/buffs and the boss has to be near them to activate. Otherwise it's a no brainier, stand someone on every relic for full de/buff.

So luring it past them to have a de/buff over time. But would need a huge ranged attack with a para maybe to deter a pure ranged kill.


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Reverance

Final Heaven
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Definitely could improved upon (Did this in literally 5minutes)

I was thinking having additional overall debuffs based on the number of the Relics activated at any one time (With rewards increasing accordingly)

Perhaps a stream of mobs based on the number of active Relics as well.

Also "punishments" for continually activating/deactivating/Losing control of Relics.
 

Reverance

Final Heaven
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Couple more ideas I'll put together later on

Spider styled boss - Based around poisoning large portions of the room/itself.
Forces players to move around

Multi Phased with large mob spawning.



Multi Boss style fight (Think Twin Emperors from Wow AQ40)
 

<SOSO>

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Multi Boss style fight (Think Twin Emperors from Wow AQ40)

Lo

faaq0p.png
 

Lionsm!ght

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I've seen a lot of talk recently about content becoming stale and very few actual ideas regarding fresh content.

I'm looking at a group styled Dungeons with 3/4 floors (First 2 floors Rt) and a KR.

The Dungeon would be designed entirely around group play - Torches are irrelevant and areas can be lit up by activating Relics on route (Standing near them).

Relics could also potentially be used along the route to buff players/debuff mobs.


I've included a basic layout for a potential KR/boss fight as well based around debuffing/buffing he boss using Relics.

View attachment 18316


I like something like this.

Tower 1 - defended by mobs with full magic resist - IE immune to magic dmg - mobs/tower need to be killed by melee/poison
When mobs are in control, boss is immune to magic dmg, so wizz have to take over this tower to be able to damage boss.

When players are in control mobs now try to retrieve the tower but these are immune to physical/poison dmg - so also need to be killed by magic attacks. Meaning u need 1 wizard to now damage the boss, and the other to damage the mobs to ensure u can keep the tower. Mobs will focus the tower rather than players, can spawn in waves or constantly flowing

When player/mob takes over tower there is a 20-30 second period where it cannot be retaken, defending/attacking mobs of that turret will despawn and start spawning the defenders/attackers. During this 20-30second period, if no towers are in player control - means boss is immune to dmg do will regen.

Depending on which towers are in control of players will influence the boss battle mechanics, IE if wizard are in control, he now has a range attack, if melee in control he can do some physical dmg, if taos in control he can poison/curse etc. If none are in control the boss becomes passive

Having 3 towers each one with a similar theme, meaning 1 for taos, 1 for melee and 1 for wizz. Due to the nature of sins, having poison/melee and amc based attacks they can help on all 3 types.

This will hopefully require a group kill and coordination
 

Koriban

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So, here's the issue.

You create WoW-like tactic bosses for a game that has extremely heavy punishments for dying (chance to drop item on death)

... on a server that has assassins sat in invisibility mode simply waiting for the right moment to jump you, for said items.

I mean, I ****ing completely agree with you we need bosses like this, but if he does anything, it needs to have the above in mind. In WoW you can go all out and not risk any gear, allowing them to go completely above and beyond in terms of mechanics/AI and having people think things through.

Mir though, create such a boss and people will give up once they've dropped an item or two without being able to recover it.

Yet again why I think boss-training guild perks should be a thing.
 

<SOSO>

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So, here's the issue.

You create WoW-like tactic bosses for a game that has extremely heavy punishments for dying (chance to drop item on death)

... on a server that has assassins sat in invisibility mode simply waiting for the right moment to jump you, for said items.

I mean, I ****ing completely agree with you we need bosses like this, but if he does anything, it needs to have the above in mind. In WoW you can go all out and not risk any gear, allowing them to go completely above and beyond in terms of mechanics/AI and having people think things through.

Mir though, create such a boss and people will give up once they've dropped an item or two without being able to recover it.

Yet again why I think boss-training guild perks should be a thing.

He could make the KR in such way that is similar to "Trainer room". You can die, but cant drop from body/bag. It will be a slaughterhouse in which more thn 2 guilds could compete for the boss w/o any risk. Idk, it's just my opinion on the matter :P
 

Piff1

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Should change the % of body drops whilst you are in the boss fight, i mean very low % and this could work well it would be a wipe fest :D
 

xXxX

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As Kori said theres no use trying to add such mechanic heavy bosses to mir, alot of people play mir for its simplicity. There are other ways to add challenging bosses without adding Raid tactic bosses because as Kori said one or 2 wipes and people will not be motivated to go back mainly due to the body drops. It works on other games because you can practice for weeks and weeks getting it right with no loss of kit, just time.
 

TheDayIDie

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I like the idea of fanning out. Like how Evil Mir used to be killed. Although I think the relics should have random de/buffs and the boss has to be near them to activate. Otherwise it's a no brainier, stand someone on every relic for full de/buff.

So luring it past them to have a de/buff over time. But would need a huge ranged attack with a para maybe to deter a pure ranged kill.


Sent from my iPhone using Tapatalk

Make it so the person(s) on the plate receive a debuff and a constant wave of monsters or a sub-boss that can't die (like the stones in fox boss) are within and limited to the area of the plate.

Monster waves subject to sensible exp so it cant be abused for leveling. The latter of an infinite sub like fox boss stones would fix this.