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MANY THINGS TO READ
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This is a re-post with more details about what i was thinking about in my previous post. Here i'll stay focus on my ideas about new dungeons.
To resume what can be improved for me, the dungeons can be enhance with :
- Wider space increasing the importance of the final boss
- Adaptive Difficulty with dungeon design (not only NM/HM) with bonus bosses harder (3parts system)
- Special specifics buffs for players/debuffs for dungeons
- Better audio/musics (i.e Valona in Timescape)
- Better loots division (uncommon only 1st, rare only 2nd, legendary final boss, mythical extra boss or special loot)
- Prestige points for dungeons to unlock special buffs
Two major improvements :
1 - Dungeons Prestige Points system with unique buffs and maybe goodies unlockable with it (skins, basic mount, stamp, cards, familiar...)
Prestige Points are a rewards as a loot, players earn them and can trade them to gain special buff for a specify dungeon (main idea).
2 - A set of new dungeons 3 parts-designed (soloable first part to get common/uncommon items is possible, 5-man second part for rare/legendary items + prestige (5 max), extra bosses with random entries/potions immunity condition/key with mythical gear and improved drop + prestige points (8max)
Add 4 new elemental dungeons :
- Bjorndal of Glacial Peak entrance at Forst Reach (south) [Ice]
- Naga Nymphe of Seeliewood Haven entrance at Scythera Fea (North West) [Water]
- Brunildr of the Wyrm Cemetry entrance at Deathgorge, Val Elenium [Wind/Fire]
with a story about the valkyrie queen who killed wyverns there. (5 stars difficulty)
- Dragon Thelodras of Steadfast Grasp at Dragon's Tomb (Serpentis Island) [Earth]
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Ice : buff that slow movement speed and increase CDR of the party
Water : buff that reduce heals and the mana regen of the party.
Wind : buff increase attack speed of bosses in the dungeon under 25% of their HP.
Fire : buff apply a damage over time, global effect for a boss fight area.
Earth : buff decrease physical/magical damage
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Wyrm Cemetry
It's one of the dungeons 3 parts mentioned :
- 1st part have possibility to be solo perform but it's kinda hard (add personnal challenge and give possibility to solo players to run first part of a dungeon to get common and uncommon materials needed for enchanting.
(Like Labyrinth of Terror to get MWA)
The two mini-bosses add a buff to the player who kill 1 of them. If a party decide to attack them mini-bosses are absorbed by the boss 1.
If party decide to attack the boss 1 together, mini-bosses are absorbed by the boss 2.
Best way, 1 dps kill the mini-boss #1 and another dps kill the mini-boss #2 then join the fight against the boss 1.
- 2nd part as 5-man require, like a normal dungeon which drop rare/legendary items
first part is include before this second part.
The second boss is a Sand Scorpion and he's surrounded by 4 Teralyths who smashes the ground (flower patern) during a special mechanic.
Players have to regulary face sand storms that split the area.
(picture below do not belong to me! just a good view about what i'm thinking about the boss, with a paved ground and huge skelletons trapped in the sand around.)
The third boss is the Suprem Wyvern last survivor and enslaved by the Valkyrie Queen.
- 3rd part which require depending on the dungeon : a key, random chance, or a potion/buff to immune to a special debuff in order to access to a mythical boss. This 3rd part allow to player to face a true challenge, with an hard boss in NM and infernal in HM. The 3rd part is oriented for veteran/elitist players and grant mythical gear, and special reward for the very end game as well as enhanced enchant materials.
In this dungeon, the mythical boss is Brunidlr, Queen of Valkyries that can be summon after the Suprem Wyvern is defeated.
A special key (rare loot from the scorpion boss) brake the seal and unleash a storm, the area is surrnded by a sand storm this boss recover the ground with fire burning the party over time. She have the similar mechanic system as Lakan from Velik Sanctuary and a special mechanic with 3 aoe (decrease physical dmg/magical dmg/healing) players have to rotate the debuff. Under 50% the rotation is reversed.
Each Bosses have the wind buff : Under 25% HP, increase the boss attack speed.
Concerning the three other dungeons i have a global idea (appearence and design) but i need to think about what kind of mechanic could be use so design could change.The idea for 1 dungeon is 3 levels of difficulty in Normal + 3 others levels of difficulty in Hard.
Hard mode adds better drop rate than normal ofc. In this case players could have access to 4 differents gear sets per instance level :
- normal set (basic equipement allowing to run the dungeon but with weak dps/armor)
- rare set (allowing a better dps/armor and decent drop rate)
- legendary set (enhanced stats for good dps, in order to run well the part 3 of the dungeon, rare drop)
- mythical set (top gear set for the dungeon level)
drop for Normal Mode :
part 1 ............................... part 2 .................. part 3
normal ............................. rare/legendary ..... legendary with more chance
+un/common materials .... +rare materials .... +legendary materials only
drop for Hard Mode :
part 1 ............................. part 2 ........................................... part 3
legendary ....................... legendary/mythical ....................... mythical with more chance
+legendary materials ..... +legendary/mythical materials ...... +mythical materials only
The Normal set define the lowest ilvl to access the dungeon while rare +10/legendary +0 define the ilvl to access the next pool of dungeons.
Mythical set add a special mark on each gear (weap/armor/glove/boot):
Aftershock (Add a second hit that deal 0.5% dmg and increase aggro so enrage mode more often)-> Tanks
Total set : 2% dmg + X% aggro
Sharpness (crits decrease physical and magical resistance by 500)-> DPS
Total set : 2000 can be stack with other dps (6000max)
Growth (2.5% of the amount of heals provide a shield)-> healer
Total set : 10% heal as shield, last 3sec non-stackable.
Other marks can be added to create unique mythical combination between mythical gears.
So a player that farm mythical set and enchant it, will have the same level as a player with legendary from a dungeon with the next level but mythical is slightly better still. Which provide to players different options :
- farming to get mythical + enchant in order to fully perform the following dungeons with ease.
- getting legendary to go to following dungeons, require to know well dungeons, hard but cheap.
- mixing equipement to reach next dungeon.
This post can be edited with time to complete other dungeons so feel free to leave ideas to enhance this. ![]()




