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The Nightmare that will never be!


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TOS Rav NiM ideas, GO! (Assume all bosses are their pre nerf variations).

 

This is purely for fun and complete boredom.

 

Sparky: Sparky does a Spnning Thorns style attack (called "Dust Storm) ALA the Kell Dragon in SNV. If the thorns hit the adds, it heals them for 10% for every tick and makes their next attack deal 20% more damage and grant 2 stacks instead of one. You have to body block the ticks.

 

Bulo: the booze can increases damage taken significantly. Bulo now throws electric grenades at the tank person with second threat, these electric grenades persist for the remainder of the fight and gradually expand (Ala lost island). Adds now carry grenades and when killed now explode.

 

Exonium Carts now root the target and the boss jumps away when exonium carts spawn. Load lifters now root the target.

 

Torque:

 

Fire Devices can move and will follow the player with the lowest threat. 2 spawn at once. Floor Vents can move and will move in a vertical path path towards the opposite, IE if they are towards the exit, they come towards the entrance, if they are at the entrance, they float towards the exit. Shoots Lasers now have a 90 degrees cleave. If they enrage, they do a 180 degrees cleave and then explode dealing raidwide damage. The shoots lasers also destroy panels if it hits a panel.

 

Master and Blaster: Orange Circles move. Blue circles decrease your movement speed by 50%. If you clip another person's blue circle, the resulting radius of both of your explosions is twice as big. Standing under the boss kills you instantly. Master also casts a huge grenade at the tank with aggro right after the red cleave. Rain of Pain is instakill. At the beginning of every rain of pain you are pulled into the middle of the red AOE, before the mines spawn. At the beginning of every rain of pain, ion cutter stacks are cleansed, and master stays in the middle of the room and ion cutters the closest person to him. At the end of rain of pain, the stacks are cleansed again.

 

In Burn Phase, the debuff that prevents you from getting knocked up can only be applied to 4 people, upon which the debuff will stop applying. The people with the debuff have 4 seconds to stand next to the people without a debuff, and the closest person will also receive the debuff. Standing next to a person already with the debuff cleanses both debuffs, and you both die to the knockback. ALA double down.

 

Coratanni: Ricochet Shot now requires you to send it to 3 people rather than 2 people (So it's called Triple Down.). Fire ticks much faster and every tick increases in damage dealt. In addition, if a deck gun hits pearl, she enrages early. Every time she's hit by a deck gun, she gets another enrage buff. Deck guns and fire continue to occur after Coratanni dies. If Pearl stands in Blue Carbonite circles, her damage reduction is increased by 75%. As compensation, the blue circles do not start carbonite until 2 seconds after the circles appear, but the carbonite window is much shorter. Every time fire occurs, Pearl and Coratanni will place a debuff on their respective targets called "Screw You!" that disallows you from holding threat on the respective boss (Tank swap.)

 

Ruugar: Mouse Droids slow the target. Double Down in the HM variation occurs. At every 25%, the side the boss is on is incinerated by fire and you must move to the other side of the room. Mouse Droids have 5000 health, if they are killed, they explode and hit everyone in a 30 meter radius.

Edited by GrandLordMenace
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Lets see...

Sparky: Sparky does a Spnning Thorns style attack (called "Dust Storm) ALA the Kell Dragon in SNV. If the thorns hit the adds, it heals them for 10% for every tick and makes their next attack deal 20% more damage and grant 2 stacks instead of one. You have to body block the ticks.

No matter how you do this, it'll be easy. It's either kite adds around during the storm then kill, delay the storm(if it's % based) until you just killed of adds and then trigger it while no adds are up or simply having a melee block the storm completely(assuming it has no effect on players? You didn't specify this ;) )

Bulo: the booze can increases damage taken significantly. Bulo now throws electric grenades at the tank person with second threat, these electric grenades persist for the remainder of the fight and gradually expand (Ala lost island). Adds now carry grenades and when killed now explode.

Exonium Carts now root the target and the boss jumps away when exonium carts spawn. Load lifters now root the target.

If those electric grenades on the tanks also kill pirates this'll be even easier than actual HM. Just have the tank with threat stand on the next add spawn position and it's gg :D

I'd favor something like 2nd scatter blast target is random(not 2nd highest threat), instead of this electric grenade. This way you'd have to actually deal with the barrel mechanic and couldn't completely avoid it.

 

Torque:

 

Fire Devices can move and will follow the player with the lowest threat. 2 spawn at once. Floor Vents can move and will move in a vertical path path towards the opposite, IE if they are towards the exit, they come towards the entrance, if they are at the entrance, they float towards the exit. Shoots Lasers now have a 90 degrees cleave. If they enrage, they do a 180 degrees cleave and then explode dealing raidwide damage. The shoots lasers also destroy panels if it hits a panel.

Nice one :)

So you'll actually have to deal with fire devices all the time and block shoots laser. But my idea would be to make the fire devices follow repair droids :D

Master and Blaster: Orange Circles move. Blue circles decrease your movement speed by 50%. If you clip another person's blue circle, the resulting radius of both of your explosions is twice as big. Standing under the boss kills you instantly. Master also casts a huge grenade at the tank with aggro right after the red cleave. Rain of Pain is instakill. At the beginning of every rain of pain you are pulled into the middle of the red AOE, before the mines spawn. At the beginning of every rain of pain, ion cutter stacks are cleansed, and master stays in the middle of the room and ion cutters the closest person to him. At the end of rain of pain, the stacks are cleansed again.

Imo, this simply wouldn't be doable.

The big grenade on the tank in the first phase would kill him, cause he can't let it explode and then run back behind the boss to not get kicked by the next knockback.

The combination of pull into rain of pain, slow on mines and ion cutter will simply wipe your raid. Every time.

Especially in 16m :D

Also, rain of pain is master flying away and bombarding the area. How does he do this while staying in the middle? :p

In Burn Phase, the debuff that prevents you from getting knocked up can only be applied to 4 people, upon which the debuff will stop applying. The people with the debuff have 4 seconds to stand next to the people without a debuff, and the closest person will also receive the debuff. Standing next to a person already with the debuff cleanses both debuffs, and you both die to the knockback. ALA double down.

I actually like this idea :)

It'd also enforce a tank swap, since the tank on master will be one of the 4 players with the debuff needing to spread it so someone else. So it'd be best if you swap after the cleave for this tank to move freely.

Coratanni: Ricochet Shot now requires you to send it to 3 people rather than 2 people (So it's called Triple Down.). Fire ticks much faster and every tick increases in damage dealt. In addition, if a deck gun hits pearl, she enrages early. Every time she's hit by a deck gun, she gets another enrage buff. Deck guns and fire continue to occur after Coratanni dies. If Pearl stands in Blue Carbonite circles, her damage reduction is increased by 75%. As compensation, the blue circles do not start carbonite until 2 seconds after the circles appear, but the carbonite window is much shorter. Every time fire occurs, Pearl and Coratanni will place a debuff on their respective targets called "Screw You!" that disallows you from holding threat on the respective boss (Tank swap.)

 

Ruugar: Mouse Droids slow the target. Double Down in the HM variation occurs. At every 25%, the side the boss is on is incinerated by fire and you must move to the other side of the room. Mouse Droids have 5000 health, if they are killed, they explode and hit everyone in a 30 meter radius.

This sounds like a lot of clusterf*ck :D

And again, in 16m it probably won't be doable due to space issues. But on the other hand, who cares about 16m anymore?

 

 

 

Now, even more meth need :D

ToS

Malaphar: Spear toss and reaching 10 stacks is instakill. Adds inside of the circle receive a stacking buff that increases damage dealt by 20% per stack and decreases damage taken by 20% per stack. No more immunity from purple stacks for tanks.

 

Walkers: A player can only carry one bomb in the whole fight and bombs don't deal any damage to the walker. Red circles spawn under everyone, plus 4 in random positions. If you get hit by one you'll receive a stacking debuff that doesn't expire that increases damage taken by 10% and gives trauma.

3 grenades go out everytime(the white circle one that stuns everyone in it.)

Both walkers are immune to taunt and a second targeting droid spawns under the right one, making them effectively switch targets for the duration of their casts. If the droids finish their cast, the target of the walker receives a debuff that prevents you from gaining threat on that walker again. Lasts 20 seconds.

 

Underlurker: Two more adds, so they're standing in a circle. 5 seconds after adds spawning everyone is rooted in place untill all adds are dead. They keep their melee attacks, but when they use them, they won't be aoeing.

Failed cross is a oneshot. You have to switch sides every cross in order to not fail it.

 

Commanders: Adds are immune to interrupts and CC. There'll spawn 3 of each type every round of add spawns.

Both Sano and Kurse stack a debuff on their target that increases damage taken by 15% per stack, thus enforcing a tank swap.

Derons Heat Signature can be cleansed, removing one stack per cleanse. The player with most heat signature stacks gets hit by guided missile volley. This gives this player a debuff that kills him instantly if he's hit again by it.

Kurse pulls everyone to him before casting his soaring smash.

All three bosses need to killed within 15 seconds of each other. If not, the remaining ones will h2f.

 

Revan:

General changes that apply to all phases if the mechanic is present:

If you're playing a Trooper/Bounty Hunter class or Sniper/Slinger you'll get instakilled upon entering combat and can't be revived.

When a player that isn't the main target of Revan gets hit by his cleave, this player will receive trauma.

Trail needs to drop 2 more circles and if you get more than 9 stacks of it, it's instakill.

Blades can't get knocked off. Every time Revan casts Force Wield they reset to their spawn position and picking a new target at random.

Push and pull are only ~half the distance of the platform, but it's random if it's a push or a pull.

First Phase: Two pairs of players need to run the malevolent force bond. If the different pairs beams cross each other 5 or more seconds after spawning, those 4 players get knocked off the platform.

HK: When the droids spawn everyone is rooted in place, except for the player that gets the killshot.

Grenades can't be dispelled anymore.

Additionaly to reflecting damage from outside, his shield will reflect any heal from someone outside to someone inside it as damage to the healer.

You only have 20 seconds to get up to the next floor. Push and pull begins as soon as the first machine focus is damaged. Added a few holes to the stairway.

Second floor: Voids move in random directions after spawning.

Transition: No port, no revive.

Third floor: Abberations move.

After the core is killed, Revan comes down again and you'll need to finish him off. He uses all mechanics from floor 3 again.

Edited by Torvai
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Oh you dont want to see my nightmare Rav/ToS ideas.

 

Ok maybe you do:

 

RAVAGERS

 

SPARKY

If an add enters a circle, they become untauntable. No other changes

 

BULO

2x as many adds spawn with each wave. Adds now have a shield called "Sober", preventing them from taking damage until someone runs past with the booze, which removes said shield. Time you can hold the booze is halved

 

TORQUE

Anti-tamper devices spawn every time a console is destroyed. Torque will spawn both a "shoots lasers" and a "Dangerous Fire Device" every 15 seconds, instead of alternating between the 2. Floor vents appear under everyone's feet

 

MASTER BLASTER

In phase 1, everyone will always receive a bomb. No exceptions.

Master will periodically lock onto 2 different DPS, and those 2 DPS will receive magnetic clamps, reducing their speed. They have to run into each other, detonating the bombs, within 5 seconds. If they do not do this, they wipe the raid.

 

In phase 2, Master will periodically spawn "B0-56 Slave" droids. These will land during the Fire Wheel of Death, and will lock onto a second DPS with laser cutter. With the exception of lacking the supercharged shield, they behave just like Master.

 

In phase 3, the yellow circles will spawn 50% faster, meaning much less time to dick around in.

 

CORRATANI + RUUGAR

 

Ruugar will destroy the ship 15 seconds after Coratani escapes. If you don't go within that time, its a wipe

In Ruugar phase, Ruugar will now also do Double Down.

 

TEMPLE OF SACRIFICE

 

MALAPHAR THE SAVAGE

Damage taken stacks are now seperate from damage done stacks. Damage taken stacks will not drop below 0, but will only drop 1 at a time when out of the circle. Damage dealt stacks will increase by 1 when in the circle, and when outside will reset to 0 before going into negative numbers.

 

SWORD SQUADRON

 

NEW CIRCLES! YELLOW AND GREEN! NOW WE HAVE A FULL RAINBOW!

Yellow circles spawn after grav missiles. They cause a slow and increasing DoT on everyone affected by it (see - everyone). To cleanse it, you have to run into a green circle, which spawns have way back to the entry door

 

UNDERLURKER

Adds will now increase damage the longer they are up. There are now 4 adds/wave. The buff from being behind a rock is now applied every 0.25 seconds, and lasts 0.5 seconds (down from 1 sec/3 seconds)

 

REVANITE COMMANDERS

Spawn rate of adds is now set:

A randomly selected add will spawn every 10 seconds, in addition to the current system

 

Sith Revanites will now also use Undying Rage when they drop below 30% HP

Mandalorian Revanites will now also use Kolto Overload when they drop below 40% HP, and it comes with the bonus damage reduction of Pyrotech Powertechs. They also apply Kolto Shells to enemies.

Outlaw Revanites will now also stealth out repeatedly, and use Point Blank Shot when they de-stealth

 

Deron will now use Shoulder Cannon, with 10 missiles loaded in it. Target is randomly selected

Sano will now use Plasma Probe. It will stun anyone it hits for a maximum of 2 seconds.

Kurse will now use saber reflect while leaping.

 

REVAN

 

The full unnerfed glory of old HM Revan. With 1 change...

 

Push/Pull is no longer considered "Physics"

Edited by TACeMossie
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REVAN:

 

Floor 2: Tether is preserved.

 

Floor 1: With tether up, every tick of damage you take is tripled and your tether partner takes the damage as well. Cleansing you while you have tether up instead grants the debuff to your partner and grants you a stack. Any players caught in the tether beam die. While tethered your movement is slowed by 40%.

 

 

Floor 2: Tether is preserved. You are slowed by 40% the entire phase.

 

One of my Revan ideas was to make Sabers appear during core, and they aren't affected by knockbacks. The only way to get rid of them is to let the push and pull do the work for you (Push and pull now affect the sabers.) You kite the saber, then quickbolt it back before the saber gets knocked, or you die with it. Every tick of the saber increases the damage of the next tick.

 

There are now 5 aberrations. 1 moves, the others stay the same. The moving aberration is always the middle one, and it rotates through the room in an alternating direction, and is affected by push and pull, so you need to pay attention if it will be pushed or pulled and face it where it will land. In addition, the aberration order is backwards, so if you have inner 9 outer 3, Outer Mobile that will be at 7 o clock, 10 o' clock, inner 9, you'd have to start at the inner 9 and work backwards from there.

 

Essence Corruption goes out every time aberrations finish to two people, but the debuff only lasts 5 seconds.

Edited by GrandLordMenace
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Torque is already feeding us an illusion of the consoles being relevant. A great NiM tactic would be to micromanage what consoles you break because they all make certain effects on the battleground / Torque himself / adds / the party.

 

Don't really have any ideas as to what the effects would be, though. :)

Edited by Memo-
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Torque is already feeding us an illusion of the consoles being relevant. A great NiM tactic would be to micromanage what consoles you break because they all make certain effects on the battleground / Torque himself / adds / the party.

 

Don't really have any ideas as to what the effects would be, though. :)

 

Playing off of this idea, but going in a slightly different direction..

 

Right now most groups pick a console (usually front right) as the console that always breaks. If you add separate effects to them, then there is still going to be a "least bad" effect, and I wouldn't expect the status quo to change much. it just may become hold at back left instead of right front.

 

If anything I'd like to see a debuff somehow added to the console that either was a countdown until how long it could be repaired (console cannot be repaired for x sec), or a some sort of stacking effect (up to 2) that makes it permanently un-repairable. And of course drop the 3 console and wipe down to 2. Similarly an idea where after being repaired a console goes into stand by mode and says "if this console is destroyed again in the next x:xx, it will be permanently lost"

 

There needs to be a reason to cycle consoles, not just find one that is the easiest to handle.

 

And while it's just a fun exercise, I'll be glum for a moment and say a lot of the really movement impairing or movement based ideas mentioned above I'm not a huge fan of, because I think it will further restrict group diversity, which I know is sort of a necessary evil. But when it comes to ideas/mechanics the revolve around being well-spaced, the melee inside of me gets sad.

Edited by JMagee
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Malaphar

Red Circle is one shot, Adds have shield and buff that can only be removed by spear throw, Adds in circle take drastically decreased damage and are gain Savagery stacks buffing damage

 

Sword Squadron

Red Circles are a one shot, Gravity missile circles cause a knockdown and overlapping 2 of them is a one shot. Only 4 bombs. Forced Tank Swap debuff on Walker 1 every time laze droid comes out. Laze Droid cast now has a short timer when expires will cause the tank on Unit 1 to be one shot. 2 Grenades go out now and root the person in place when it explodes. Walkers must be killed at exactly the same time like pre nerf

 

Underlurker

4 adds now. Slow is now a 100% root. Rage storm is now a one shot. A failed cross will wipe the entire raid and have to be balanced: tanks in front and back, 2 dps and 1 heals on every side otherwise failed cross. Not only do tanks have to swap places but left and right side have to as well. Tank Swap debuff on UL making 2 tanks mandatory. Failure to kill all adds by time rage storm ends will cause them to explode with massive damage to raid.

 

Revanite Commanders

What others have said so far lol.

 

Revan

Pre-nerf, new mechanic: Soul Rend- Using a Physic immunity ability on Push or Pull will cause your soul to be torn from your body killing you instantly. Everyone must climb the stairs. No boon of the spirit. What others have said

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TOS Rav NiM ideas, GO! (Assume all bosses are their pre nerf variations).

 

 

Master and Blaster: Orange Circles move. Blue circles decrease your movement speed by 50%. If you clip another person's blue circle, the resulting radius of both of your explosions is twice as big. Standing under the boss kills you instantly. Master also casts a huge grenade at the tank with aggro right after the red cleave. Rain of Pain is instakill. At the beginning of every rain of pain you are pulled into the middle of the red AOE, before the mines spawn. At the beginning of every rain of pain, ion cutter stacks are cleansed, and master stays in the middle of the room and ion cutters the closest person to him. At the end of rain of pain, the stacks are cleansed again.

 

In Burn Phase, the debuff that prevents you from getting knocked up can only be applied to 4 people, upon which the debuff will stop applying. The people with the debuff have 4 seconds to stand next to the people without a debuff, and the closest person will also receive the debuff. Standing next to a person already with the debuff cleanses both debuffs, and you both die to the knockback. ALA double down.

 

There just aren't words for this type of insanity.

 

I did like the Torque mechanics though.

 

Plus for Commanders, I would increase add damage and just have Kurse, Darren and Sano drop down all at once for all three phases.

Edited by TheWookiee
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Just a sarcastic reference to bounty hunter stacking ;)

 

Its why my solution was better. If the Push/Pull mechanic doesn't count as physics (like the Grav Missile on SS and the Unstable Aberrations on floor 3), then all those PTs/VGs, Mercs/Mandos and Snipers/Slingers who relied on their physics immunity for too long are going to have a nasty suprise when they go to Hydraulics the Pull.

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Its why my solution was better. If the Push/Pull mechanic doesn't count as physics (like the Grav Missile on SS and the Unstable Aberrations on floor 3), then all those PTs/VGs, Mercs/Mandos and Snipers/Slingers who relied on their physics immunity for too long are going to have a nasty suprise when they go to Hydraulics the Pull.

 

I know. But still, I think autokill for those classes would be better :p:D

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What we have XNiM mode Blood Hunt. Wish they would just make a HM Blood Hunt. :mad:

 

Dude you already started a thread about this, and this clearly isn't it. We understand that you're struggling with HM Blood Hunt but this is a thread about what mechanics we want to be in the non-existent NiM versions of Rav and ToS.

 

If you're on the Ebon Hawk and you have issues with HM BH, lemme know in game and I'll help you out.

 

As far as these mechs go, as long as each boss is guaranteed to drop a fun hat like in KP, I approve.

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Dude you already started a thread about this, and this clearly isn't it. We understand that you're struggling with HM Blood Hunt but this is a thread about what mechanics we want to be in the non-existent NiM versions of Rav and ToS.

 

If you're on the Ebon Hawk and you have issues with HM BH, lemme know in game and I'll help you out.

 

As far as these mechs go, as long as each boss is guaranteed to drop a fun hat like in KP, I approve.

 

Dude, check the time stamp. I posted that message before the thread. <sigh>

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