The title is just to explain the main part of my idea in a sentence.
So umm Arenas are always fun + give good loot + challenging usually, so a danger mission arena would be sweet.
But what I think would make it special, is that waves of monsters do not show up based on the previous wave being defeated. Currently, you notice that waves of monsters in rooms will begin once the last monster of the previous wave is killed.
This makes it so that it is all on a timer. Here is my example:
Wave 1 will begin 3 seconds after your party steps on the button.
Wave 2 will begin in 20 seconds after wave 1 starts.
Wave 3 will begin in 35 seconds after wave 2 starts.
Wave 4 will begin in 40 seconds after wave 3 starts.
Wave 5 will begin in 40 seconds after wave 4 starts.
Wave 6 will begin in 50 seconds after wave 5 starts.
NOTE: The times are not exact / what should be implemented with this idea, only examples.
The timer will be displayed at the top of the screen.
If you defeat all monsters active before the timer runs out for the next wave, you are rewarded! You get a 5 second time frame that lets you safely revive party members or lay down mist bomb clouds or whatever to prepare for the next wave. After those 5 seconds, regardless of how much time on the timer was left, the next wave will force spawn. If there was only one second left on the timer before you cleared all active monsters, then you will still get the 5 second free time for preparation regardless. Consider it a reward for making time.
Why do this?
Well, this will make it so that you want to have a good balance between high damage and high survivability.
If you have high damage but weak survivability and spend too much time on the floor doing your party no good, eventually your party will be missing out on some necessary damage output and your party gets swamped by 3 waves.
If you have high survivability but weak damage, you will be prancing around not killing things fast enough and then eventually overwhelmed by 3 waves.
So this will demand a more complex loadout from players: both damage AND survivability, a good amount of both. Do note that with the gun and bomb buff, both are fine with damage output. This will not demand that you have a full group of swordsman spamming brandish charges. Absolutely not, and it won't be designed like that.
This arena danger mission content must be freeze themed. This way, you can't spam shiver and gives a few weak points to some weapons that have too many strong points.
I would definately prefer if this danger mission is, yet again, shadow damage themed. I would like it to be howlitzers + greavers + devilites so we can have some rage threads about those like the good old days.
There should be lots of howlitzers on respawning plates as well.
This idea can also lead to some fun achievements. Such as defeating every wave before any time runs out. Or not defeating any wave until ALL waves spawn xD.
so i see where ur coming from on this, and timed waves would be interesting,
the final parts about only being certain types is just your preference, timed waves in a danger room would be cool but it must be applicable to most status types if not so much monster types - current danger rooms are always the same sort monster so you know what you'll be up against after a couple of runs
I'm sure i havent seen all the danger rooms but i have never come across a fiend/undead themed room so that could be interesting, if rather difficult if it appears in slime themed T3
the only aspect that seems defunct is the 5 seconds grace for finishing early - rewards yes - more time without stuff to hit no