User:Falconeye/Revamp/Elite Areas
- List of elite areas
- Sorrow's Furnace
- Tomb of the Primeval Kings
- The titan quests
- The Underworld
- The Fissure of Woe
- Urgoz's Warren
- The Deep
- Domain of Anguish
- Slavers' Exile
Sub-pages[edit]
General[edit]
It is my view that all elite areas must have three things:
- Enemies with a unique theme to them, both in what separates them from the rest of the game's foes and in how they're designed (e.g., Urgoz/The Deep are designed to fight huge mobs).
- Enemies with balanced (or anti-balance/anti-gimmick) builds, designed to keep gimmicks away so that they cannot be facerolled through.
- Unique rewards obtained only from that other related elite areas.
My suggestions take these three principles and moves the elites into them. It is my view that "challenge=fun, but tedious=annoyance" so I will design the suggestions to promote challenge, and thus brain power, without being too tough.
- Hard Mode
- See also: Feedback:User/Konig Des Todes/Guild Wars Revamp/Hard Mode#Hard Mode
In addition to the over-arching Hard Mode changes, elite areas would get additional changes done to them in order to further their uniquness.
- Zaishen Mode
- See also: Feedback:User/Konig Des Todes/Guild Wars Revamp/Hard Mode#"Zaishen Mode"
Along with the changes done for Hard Mode, and the over-arching Zaishen Mode alterations, elite areas would get the following additional changes:
Sorrow's Furnace[edit]
- Quests
- Rewards
- Enemies
The titan quests[edit]
- Quests
- Rewards
- Enemies
Urgoz's Warren and The Deep[edit]
As there are few suggestions to these, and the suggested reward system is shared, they're combined.
- Urgoz's Warren mission
There are only two seen issues:
- The doors do not open after Urgoz's death. A lot of people do not pick up all items - or can't until a mercantile stone is used (which won't always be when needed) - and thus people will want to backtrack to get what they, or others, left behind earlier. However, Urgoz's Warren removes this possibility completely - only leaving a few doors open at the end, those which had Guardian Serpents that are killed. The solution? Have all doors open upon Urgoz's death.
- A far larger issue is that one of two Prophecies-only skills are required in order to complete this mission. One solution would be to alter how Shadowstepping works, the second would be to move the switch required to trigger to open the door to somewhere more accessible, and the third, and imo best, would be to have the teleporter work both ways after the death of the dredge up on the top.
- Enemies
- Rewards
Add the addition of three new NPCs (one being in both outposts, the other two being in only one).
- NPC #1 would be a weaponsmith that crafts amber weapons - crafted, of course, out of amber chunks.
- NPC #2 would be a weaponsmith that crafts jade weapons - crafted, of course, out of jadeite shards.
- Lastly, NPC #3, which would be in both, would be a collector NPC that would trade Jade Wind Orb, a new drop to both missions, for Zodiac weapons.
If art resources ever become available, then complete the amber, jade, and zodiac weapon sets to include all 11 weapons. These weapons will not be able to be placed into the Hall of Monuments, and all are req 9 inscribable. Amber/Jade weapons would be purple, while Zodiac weapons gold.
Slavers' Exile[edit]
- Quest
- Rewards
- Enemies
- Duncan the Black
Primarily thanks to Duncan's Defense, Duncan is a beyond-gimmicky boss. This needs to change drastically, as in Hard Mode it's practically suicide to go at him in any way other than a gimmick. To solve this, alter his skill bar, the nearby spirits, and his unique skill.
29 (32) Duncan the Black |
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Attributes:
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Change Duncan into more of an indirect damage dealer - having more focus on maintaining spirits around him rather than doing high damage himself. His damage skills would keep the high damage they currently do, but he'd have fewer of them.
- Passive effect. Whenever Duncan the Black takes damage, Duncan's Defense redirects 50% of the damage to a random nearby spirit. Duncan the Black also steals 10 health from a random nearby spirit once every 10 seconds.
It's always been annoying how Duncan's Defense has been a pure offensive skill. Changing the skill to be more defensive instead, to make it a unique form of Dark Bond, instantly removes the primary need for a gimmick. Furthermore, the life-steal effect both weakens spirits and keep the difficulty of Duncan high.
As it stands, three groups of spirits spawn when Duncan is aggro'd. This is perfectly fine - except that there's no time limit on them. This can cause issues for those who require having enchantments or being able to hit one's targets, which once more promotes the whole SV thing. What I would suggest is to tie the spirit spawns in with a skill on Duncan's skill bar.
On the skillbar above, Accelerated Growth was placed simply for the picture, but the skill itself would have a different name and function.
- Skill. When there are fewer than 5 spirits nearby, Duncan the Black calls to the Spirit Realm. These spirits last 180 seconds. This skill has no effect if not in range of enemies.
Effectively, he will use this skill once aggroed and will only do so again afterward when a lot of spirits have died (via enemy or the changed Duncan's Defense) or have been shadow stepped away via swap.