Thursday, January 29, 2009

Dungeon Crypt

This is an idea I thought of for your Space for Rent before the Hall of Arms boss..Feel free to modify it how you wish if you want to add it, or ignore it completely..I thought it was a pretty good idea and felt the need to write it down.. Basically the boss itself is a race against the clock...beat the main boss before the adds overwhelm the raid.
The door from the inner ring leads to a room full of trash with an orb in the center; it's similar in appearance to the orb in the library encounter. When the room is clear the raid moves over to the orb and starts to channel..it requires all of them.
After about 3 seconds of channeling the floor gives out into a funnel and the raid falls through into the boss room.
The Dungeon Crypt
Setting:
Looks like an average torture chamber with two torture devices on the left and right sides of the boss in the octagonal-shaped room. The boss stands in the middle, around the outside are 6 small wooden doors with a 7th large gate in the center directly behind the boss. The small doors lead to the crypt where the adds come from, and the large gate is opened after the boss is beaten which leads to the stairway up to the Hall of Arms.
Boss:
The boss is an incredibly large, buff, human dressed in a generic
executioner-esque outfit. In his main hand he wields a hot poker that causes a fire DoT to whomever it strikes which also increases physical damage taken. His offhand is an abnormally long cat o' nine tails. This weapon is only used for a sweeping special attack that deals damage to all units in front of the boss. He also does a drain life spell to targets trapped in the torture devices, but more on that in the next part..
Encounter:
At the start of the battle the boss lets out a long barbaric scream that is followed by the sounds of a horde of undead stirring beneath the raid. Seconds after he is pulled the small wooden doors around the room begin to slowly crumble as the zombies behind them try to scrape and bash their way out. 30 seconds after the fight begins one of the doors break down and a dozen or so zombies slowly march in at -50% speed, their attack speed is also reduced by 50%. 30 seconds later the next door breaks down and another dozen undead march from behind it, this time at -25% speed with 25% attack speed reduced. This pattern continues every 30 seconds until the last door which the undead move at +75% speed and do have +75% attack speed. 30 seconds after the final door opens, zombies come out of every door simultaneously moving at +100% speed with 100% attack speed.
Any who, while this is going on you're trying to dps the boss down as fast as humanly possible. Every 15% health the two torture devices use a death-grip like attack to pull a random raid member into them. The raid must then attack the devices to release the members trapped in them. While the raid members are trapped the boss drains their health...just a little bit though, nothing insanely overpowered.
After the boss is killed, all the zombies die and they stop spawning. The gate slowly rises leading to a short corridor and a long winding staircase. Scattered throughout the staircase are suits of armor patrolling up to the Hall of Arms..
La Fin

3 comments:

Rich said...

i like where this is going. you're saying the tactic itself is to have the swirling washing machine of kiting doom a la Razoregore style (1st boss in BWL)? would you focus on just hosing the zombies down, or just 'keep them occupied'?

the torture racks are a concept that's been done a few times (illhoof, the ghost boss on the altar in ... uhh... UK? UP? one of those...) but i like it, think it generally works in the few encounters that do it, and think it would go well with the general pandemonium in the room if the adds need to be kited.

if they get AOEd down, you could place them next to the racks to kill two birds with one stone.

regarding the channeling to drop the floor down, i've been trying to think of a way to design one fight where it all takes place on a huge falling disc... Hatch posted an awesome writeup on his blog (http://esc-hatch.blogspot.com/) where you blast off in a rocket and shit... it's so over the top (intentionally) that it makes me feel lame for having all my fights 'just in a room'. with instancing, you could theoretically make an endless pit, and there's really no reason not to. I almost want some mario-esque jumping from platform to platform as meteors and crap are falling. can't make the jump? gg you fail, it's a wipe ;)

Cronoo said...

I really liked the Razorgore fight, all the mobs running around at once..just complete chaos, so it was definitely an inspiration for the idea.
I think just blasting the zombies down as quickly as possible would be a feasible plan as the doors get broken open since there's only a few at a time coming out..But after all the doors are open and the zombies start pouring in with all their uber poweredupness, AoEing them down will be harder since rounding them all up would be a problem, not knowing where or how many is going to be running in etc.
The disc falling sounds like a really awesome idea, and I'd love to see how that one plays out when you finally get it all ironed out.
As for a Mario platformer instance, that would get really frustrating for some groups... Really brings me back to WC when every group someone would ALWAYS miss the jump atleast once when I ran it.

Cronoo said...

Hatch posted an awesome writeup on his blog (http://esc-hatch.blogspot.com/) where you blast off in a rocket and shit... it's so over the top (intentionally) that it makes me feel lame for having all my fights 'just in a room'.
I just read Hatch's posts and the whole rocket encounter thing sounds pretty cool if it were individual fights, but all of those mechanics turn one battle into GTA4-style cram everything into a game but leave out the fun kind of thing. Just gets too confusing..not complexly challenging..just a clusterfuck.