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Thursday, August 4, 2011

Dungeon Experience: Old God Battle

This is a bit of a long and complicated idea.
I think that players should battle another Old God, since Deathwing was corrupted by one or several of the Old gods; players will fight the lieutenants, the Elemental Lords; and they will likely battle Queen Azshara, who was transformed into a Naga by an Old God.
My idea for raid instance is to battle the Old god of Enmity, or War, or Strife, etc. I think that the location of this Old God should be on the sea floor, or buried beneath, in proximity to the Maelstrom. For starters, there should be Horde and Alliance base entrances to the instance, and only Horde can enter their instance and vice versa. Anyway, I think that it should have a progression quest to unlock it that has a raid first go in the instance, with quests to kill God, but when they get to the end, they get to a door or something else that they cannot get through at the end, earning the achievement Disappointment, or something.
But, the players would discover that they must activate or unlock something in this part of the instance and someone must activate the other faction's side around the same time to enter and do battle with the Old God. this would mean returning to the base camp, in which a quest would be given to envoy to the opposing faction's base camp. A Emissary Standard, or some such item would be given to the player so they could get in the base without being attacked. But, at the entrance of the other base, they would be attack by agents of the Old God of Enmity, who would either take the standard, or change it to a battle standard. Now, when went entering the base the NPCs would attack the player, and party members, and the player would be PVP flagged on PVE servers. Also, Blizzard could make an achievement for killing enemy players in the base, to add an element of difficulty. Anyway, the player and party would have to make it to a part of the base, called the Ambassadors Hall, or or Emissary's Receiving Room, or something, and getting there they would be unattackable, and could then relay that they and the Alliance would have to activate or unlock something together to enter and kill the Old God.
Then they would get a quest to kill the Old God, and the instance would be on a timer, like Wintergrasp, happening every so often. And so the Horde and Alliance would enter the instance again, with different bosses and trash mobs than before or something. One of the facets of the raid would be that it was timed, so that if they didn't get to the end in time to unlock the gate (or whatever) at the same time as the opposing faction, it would cause a wipe of both raid groups, Horde and Alliance. In addition the raid would start with debuffs, one that disabled chat, so that raid members could not communicate that way during the raid. The other debuff would set everyone as PVA, or attackable by everyone, so that their own raid members, if not careful, could target and damage them, and hurt them with AOEs and that kind of thing. There should be optional bosses or towers, or something, that could removed these debuffs, but for Hard Mode, the raid would leave them up.
If both groups reached the end in time to activate the gate together to enter the fight with Old God, then both groups would enter together, given a time where the two raid groups could eat, drink, and most importantly, buff each other up. They would not be able to communicate, but they could stack buffs, for example an Alliance Warrior could have two Blessings of Strength, one from an Alliance raid member, and the other from a Horde Paladin; or a Horde Mage could have two Arcane Brillance buffs, one theirs and the other from an Alliance Mage. But, both groups, even if they had deactivated the tower or boss for PVA, they could still damage the opposing faction members. The thing is, both raids are needed to kill the Old God. Then the fight could be started, together, even though the sides could not communicate with each other, and in Hard Mode, no one could communicate with anyone.
In the battle there would be phases, and adds, which would be difficult, since you could target the opposite faction, and in Hard Mode target your own raid members. Also, a player death should increase the difficulty, making it so that if a couple players die, say more than 3, then it's a wipe.
The most interesting part of the of the encounter should be at the death of the Old God, because then the two sides have to fight to see who gets to loot the corpse. The winner gets the parts they need for the quest, and the losers have to rez at the beginning of the instance and run back through to get "Discarded Remnants of the Old God" or something like that, and basically turn that it as a failure, and have to repeat the raid to turn in the quest. As an added fun part, on the Heroic setting all players of both sides should get a buff called something like "Overflow of Enmity" and be instantly healed with full mana when the Old God dies. Also they would increase in size and get a 200% bonus to damage, and say a 500% increase to Stamina and their one other main attribute, like Intellect for Mages, and Strength for Warriors, Agility for Rogues, etc, making the end battle for the loot pretty epic.

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