Tired of doing KoA? Tired of Vana runs? JK too dull? Not enough challenge in PVE but too scared to do PVP? I have the solution.
Introducing, The castle of ultimate pain. The Revenge.
It's a challenging PVE experience that allows for competitions.
To enter the castle, you need to have full 5* gear. You will only have One (1) bar of health. No Heart Pendants or True Love Lockets allowed here. Any other trinket is allowed. The health trinket restriction is to keep it skill based. Not Money/Playtime based.
Your objective, survive against and defeat, increasingly stronger enemies. Start at depth one strength enemies and increase the monsters depth (their strength) every ten kills. To keep you from hiding in a corner like a baby, the monsters will forcefully spawn in if there is less then ten active at any time until there are ten active and will keep spawning a new one every thirty seconds until there are twenty total monsters active at once. The monster families you face next are randomly selected for each group of ten monsters you defeat. I realize this may make it lucked based. Just how it goes.
To keep things fair for you, ALL attacks cause 1/2 of a bar of damage. Two hits, your dead. For every ten monsters you kill, a heart will drop.
Status ailments will be changed to keep things fair for you. All ailments will scale based on depth (duration). Curse will not exist in this mode. Fire will not happen. Freeze is still locks you in place. Poison will still prevent healing. Shock does not cause damage, but still interrupts your current action. Stun still works as before.
To enter the castle, you need to pay an amount of crowns. This money is paid out to the top three scoring knights of the week. 1st place gets 45%, 2nd gets 25% and 3rd gets 15%. Where's that other 15% go? It's taken in as a payment for all the monsters your slaughtering.
How can you win? Kill the most monsters in one run. This helps prevent spamming runs to boost your score/standing (Lockdown/Blast Network).
Another bad idea of mine? Probably. Constructive feedback welcome.
We need more content for something other than player versus player or cosmetics. Insert complaints about how the same survival mode has been suggested before and I am making an exception this time because you have actual detail instead of whining.
Having only one health will be an issue when equipment such as Ancient Plate is designed to have more health than average. Excluding a specific type of trinket would also mean no trinkets at all.
Having random enemy spawns would force people to be versatile, though having enemies spawn depending on position would be entirely situational based on how many enemies are there. It could be they are gunning from a distance or charging a ridiculously slow weapon such as Gran Faust or Ionized Salt. Cowards deserve to have enemies spawn on top of them, but if it means anyone distant is punished we may as well only allow guns and bombs around here. Enemy difficulty does not simply become more difficult upon whim, we only have three tiers of difficulty. Giving them more health and/or damage is not real difficulty.
Presetting all damage taken to the same value for all enemies for all attacks would not work. Keep the health for knights and damage rates the same.
Keep the health, damage rates, and statuses.
Instead of clearing a predetermined amount of enemies you keep going until everyone dies. People can still revive each other or use energy to keep an energy sink nearby, though at a certain death rate for each person or if everyone is dead and a one minute timer ends then the game ends.
To prevent veteran abuse of lower tiers, keep the minigame exclusively for T3 for 4*+. Since enemies are randomly spawned, meaning you have no idea what is going to come out of the ceiling, you have to be versatile with weaponry. Does this mean only those with all four weapon slots available are going to get anything done? Nurp, only one weapon at a time; not necessarily the same exact weapon for the entire minigame, they could have four to choose from in their whole arsenal and are forced to switch when they die and have the option to switch between areas in a single game, but other than that when you get into that skirmish zone no switching to another weapon. Stick to your metaphorical guns. "What about clones?" To combat "clones", no one can use the same equipment at once; this goes for armor (helmet and torso), weapons, and shields; trinkets are excluded because they do not work in here anyway. "You must have thought about this for a while." Hurr. Loadout restriction would mean first come first serve, if you want to wear it no one else can and you have to be the first in the group to put it on. Costumes are disabled for this minigame. By restricting the party to have a variety and only being able to use one weapon at once while fighting completely random enemies, how are you supposed to know what is going to come out of that crazy house with all doors locked until you die horribly? What are you going to do to combat against everything possible? Normal weapons and variety in loadout. This means the only weapon you take in there with you, if you are unable to rely on allies, had better have at least split normal damage. Your shield and armor are no exceptions. Your shield may not be as important since you are most likely using it to suit your play style, but your armor is where the majority of your bonuses will come from. Want to stick with being a Skolver clone? How about an army of gremlins and fiends to open a new data port for you?
Fight until you drop, drop when you played your last card. No crowns, equipment, or heat from the enemies in this beatdown. You get a token for every kill for every person for an independent reward system, though since there is only one tier to access this minigame you better bring your iron crotch cup and a keg to rock anything that tries to stop the sunshine of your day. If you work with other people who are using different types of equipment you can use a specialized damage type weapon, so long as someone else is using something to back you up. The less people working together, the less necessary normal weapons would be since you have no idea what you are going to fight.