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New T3 Dungeons

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Wed, 05/31/2017 - 20:24
Shattersky

After seeing the Sleep update, I now see that GH is starting to ramp up the updates on Spiral Knights. This is good news for me, as I have been a longtime fan of the game and I am now happy to see that SK is getting revived. However, gameplay at Tier 3 is still the same - grind the Firestorm Citadel for cash and run the upper T3 levels for those rare recipes. T3 gameplay has gotten really stale, and progression has dropped to a standstill. To ease on the daily grind, T3 levels should have at least a couple more dungeons added to them. In addition, there should be a method to inflate the difficulty of these dungeons to make them much harder with better payouts.

Here are a couple of possible Dungeons that I came up with:

Underworld Trade Center

Of all the monster families on Cradle, the Fiend-type monsters do not have their own dedicated T3 dungeon. This dungeon aims to fix that. The Dungeon will have a primary type of Fiend with a secondary theme of Neutral (no prevalent status effects). The general layout of the map will be more technical than other dungeons (basically the Munitions Factory cranked up to 11) and feature lots of key rooms. Like the FSC, there will be a mini-story for the dungeon - a group of Gremlins from Emberlight formed a spec-ops unit to infiltrate the UTC and steal important documents. They will make their presence known in the second floor of the dungeon, which operates like the FSC's second floor. On the third floor, these Gremlins will appear to assist the party - which will be needed as this floor has twice the normal number of enemies and a Mob Boss on every corner. In addition, there will be an alarming number of Trojans - 10 on the first floor, two at the end of each room containing a task item, and a whopping 30 on the third floor.

The Boss of the dungeon will be the CEO of the Underworld Trade Center. Let's call him... Ludwig for now. Ludwig, unlike other bosses, is outside the arena, sending a near-endless onslaught of Fiends, occasionally throwing other monster types into the mix to shake things up (except Gremlins). This boss fight will be a test of patience, as there will be a huge amount of enemies to defeat, with 10% of them being Trojans (500 for Normal, 750 for Advanced, and 1000 for Elite). Fortunately, Ludwig is a coward, and will give up once you defeat all enemies, clearing the Dungeon.

Like all Dungeons, there will be new Boss Items, which would be as follows:

  • Archangel Set: This 5* armor set has 85% protection against Piercing, Elemental, and Shadow Damage (Author's note: I don't know the Defense values of anything. I'm treating the Ancient Armor, which has full Normal Defense, as 100% Normal, so don't yell at me...), while providing a total of +4 to Fire, Frost, and Curse Resistance. It costs 30 tokens per piece. It takes the appearance of Valkyrie Armor, except with the same skin as the Gold Wolf Set.
  • Archangel Shield: This 5* shield follows the same theme as the armor set: 85% defense against Piercing, Elemental, and Shadow Damage, while providing perfect Fire, Frost, and Curse resistance. Costs 30 Tokens. It has the same appearance as the Ironmight Plate Shield, with a metallic gold color and a holographic feather instead of a crown.
  • Judgement: This handgun has the same moveset and damage output of the Callahan, but the damage is pure Piercing damage and has twice the range. Like all the other items, this weapon has a metallic gold skin. Costs 50 tokens

Frozen Cathedral

This dungeon is more of a proof of concept if anything, and should be taken with a bag of salt. The primary theme of this Dungeon would be Frost, with no prevalent Monster Types. Strangely, there are very few enemies here, half the number of enemies of standard floors. There aren't even any party arenas. Should be a cakewalk, right? Well, there's a huge catch... this is a PVP dungeon.

This is made possible through a single item: the Cathedral Concord. This Usable is account-bound, and activating it will send you as a Cathedral Defender to attack and defeat a party attempting to complete the Frozen Cathedral. As a Cathedral Defender, defeating an intruder for good (i.e. the defeated player returns to Haven) awards a White Medallion - the boss token - and dying awards a White Medallion to each member of the party. Defenders cannot use Sparks of Life or revive, but they can attack the same party again and again. Up to 8 Defenders can attack a party at any one time. This is meant to counter the potential for parties to form gank squads to farm White Medallions, as the party will be quickly outnumbered. To prevent crowding, the maps are twice as large.

The Boss of the floor is also a player. To play as the Boss, you will need a White Cathedral Concord. As the Boss, you have 20x your normal HP (after a +15 vitapod), +500% Attack Power, and +500% Shield HP. In addition, you appear 3x larger, and up to 4 Cathedral Defenders can appear to assist. Defeating the Boss awards 50 White Medallions.

The Boss items awarded here are quite different, but there are still equipment to be had:

  • Cathedral Concord: Required item to play as a Cathedral Defender. Costs 50 White Medallions.
  • White Cathedral Concord: Required item to play as the Frozen Cathedral's Boss. Costs 500 White Medallions
  • Cathedral Guardian: A 5* Sword-type weapon with the same moveset as Sudaruska, however, it has half the attack speed, a Shock Effect, deals Elemental damage, and the charge attack has the same blast radius as Nitronome. Before you ask, yes, it will bear the likeness of Smough's Hammer. Costs 200 White Medallions
  • Cathedral Accessories: Costing 250 White Medallions each, there is an assortment of Cathedral Themed accessories. They have a metallic silver texture.

What do you think?

Thu, 06/01/2017 - 16:33
#1
Fangel's picture
Fangel
ehhh

I'll assume by "dungeon" you mean "boss level" because of the context.

I do agree that a fiend boss levelset would be wonderful. While fighting the CEO of undercorp would be fun, I feel like a corrupted tortomega would fall under the guise of "something that us knights really need to stop before it gets out of hand". It would also allow us to have a legitimate tortodrone-like boss fight rather than limiting tortodrones to the event. I would say the boss would be significantly harder with more attacks than a standard tortodrone.

I like the idea for sure, but an office or construction site raid seem more applicable.

As for a PvP dungeon, that seems unlikely to be implemented in the clockworks. It wouldn't be all that fun to go through a dungeon and never have a player show up because they're all out doing something else. On top of that it ruins private and solo parties by allowing others to join in, even as enemies. Guilds could also farm the tokens by sending alts in to get them tokens.
The concept is nice though, but it should be a PvP minigame rather than a PvE levelset.

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