As we all know, the Shroud of the Apocrea event is going to end soon, but this boss has received little real attention since the whole objective is to avoid him instead of fighting him. When this event ends, as far as I am aware he will simply disappear from the minds of the spiral knights who roam the clockworks. But I have an idea on how to keep the fear of being caught by the Harvester strong.
Let's make being dragged into the Grasping Plateau a random event in the clockworks! It would start off the same way the missions starts: being dragged into the next depth against your will once everyone steps on the party button. This would add an element of fear every time you explore the clockworks, because you never know just which party button will be a trap.
This would then take us to the Grasping Plateau. But instead of searching for souls, the mission would be to survive and kill the harvester. It would start out the same way with everyone starting off in a random location with a static filled map, but the elevator and some treasure boxes would be locked behind a gate that won't open until the Harvester is defeated. But let's be honest, the Harvester isn't that strong of a boss having only two attacks up his sleeve. For this, I have a solution.
In each corner or in random locations of the map, there would be an Obelisk that needs to be destroyed/disabled. Until each one is taken care of, the Harvester would respawn just like he currently does. To do this, there would be a party button infront of the Obelisk that would start an arena. Once the arena started, everyone would be locked in the room until all the enemies are destroyed making the Harvester all the more threatening. Only once all four Obelisks are taken care of would the Harvester stop respawning and players could finish him off.
Once the Harvester finally dies for good, the gate blocking the elevator and treasure boxes would open allowing players to commence to the next depth and hope that they don't get caught again ...
The first two paragraphs were splendid. I love the idea.
Paragraphs 3-5, however, were meh. I would have liked a boss fight at the end, sure, but not at the expense of soul-hunting. That's an integral part of the lore of the mission, not to mention almost totally unique in the game, and is not something I want removed.