IF there were dungeons in the other campaigns
mazey vorstagg
If there were dungeons in the other campaigns, what would you want them to be like? Where would they be? Would there be any special loot or challenges?
This isn't a suggestion thread, more a fun 'what if' thread about your dream dungeons or GW lore locations.
I'll start with a few of my own:
Cantha:
Port Kaimu, Cradle of the Crimson Skull:
This is a dungeon in Panjiang peninsula that you can only enter when you are lvl 20. It is indoors but in a traditional Shing Jea style, with lots of red and grey with paper lanterns and such. The passageways are smaller than most dungeons, more enclosed and longer. Occasionally it opens up into vast caverns where the Crimson Skull store their loot or eat.
"Port Kaimu is the Guild Hall of the notorious pirates known only as the Crimson Skull. Master Togo's dying wish was that his single failure in teaching would be arrested and brought to justice for the crimes he had committed. And Thus, adventurers, Shing Jea monastery opens it's doors to you once again. Seek out the Crimson Skull stronghold on our southwest shores and bring Captain Quimang's head back!"
The Cradle of the Crimson Skull is unique in terms of its bosses. It features several bosses, like Sorrow's Furnace, and a non-linear layout. I order to breach the captains quarters you must collect 8 pieces of eight held by his Captains. These Captains are at different points within the fortress, and they represent all of the factions professions. When you have killed them all you can open the door to Captain Quimang's quarters and do justice.
Elona
The Fortress of Jahai
This dungeon is accessed from both sides of the fortress and takes of the form of a series of guardrooms, training rooms and mess halls in a complex maze of passages. The style is like that of other Kournan buildings except darker and more sparsely lit. However as you reach the centre of the building signs of Abbadon's influence are clear, tentacles burst through stone and twisted faces grin out of the darkness.
"Tonight is the night I die. I was a spy, working for the Sunspears on the inside of the Kournan military, but they found me out. My work has not been fruitless however, I ventured deep into the heart of their fortress and saw monstrosities greater than a man can imagine. The stone of this place is warped, cursed in some way. I can feel it staring over my shoulder as I write my last words. I am glad you found this letter, reader. Varesh is summoning a deamonic force of power beyond all imagination and the ritual must be stopped. If she were to complete it somehow then... I shudder to think what become of the world. We face a threat greater than the Scourge of Vabbi, it is time for the Sunspears to act!"
The fortress is divided into 3 main sections. A Margonite wing, a Kournan wing and the deamonicly twisted core. At the end of both wings there are two mini-bosses (still with monster skills, but not as tough as a proper dungeon boss) which drop Rune Fragments. When put together these fragments allow access to the core. The wings can only be accessed from different entrances to the fortress. If you enter the fortress from Yatendi Canyons you end up in the Margonite wing and if you enter from Jahai Bluffs you end up in the Kournan wing. Therefore, in order to kill the boss, you must enter from both sides to get the fragments and then proceed to the core (which is accessible from both wings).
Once the door to the core is opened a timer is started. This counts down to the summoning taking place. There are two possible boss battles: If you reach the boss room before the time is up then you fight General Serll, a human Kournan general who is not particularly tough but summons a lot of adds during the fight. When he's dead a chest containing rare kournan skins, some greens or diamonds spawns.
If you do not reach the boss room before the timer is up then the summoning is completed! This results in a much harder (but only one foe) boss fight against The Famine. This is a ranger deamon (with famine) and energy draining monster skills. When it is dead a chest spawns with rare RoT skins, some greens, a tiny chance for an armbrace of truth or onyx gemstones.
Once you have completed the fortress once then you get a Kournan Military Key allowing quick access from one side of the fortress to the other.
--------------
Ok, that's my ideas. What are yours?
Mazey
This isn't a suggestion thread, more a fun 'what if' thread about your dream dungeons or GW lore locations.
I'll start with a few of my own:
Cantha:
Port Kaimu, Cradle of the Crimson Skull:
This is a dungeon in Panjiang peninsula that you can only enter when you are lvl 20. It is indoors but in a traditional Shing Jea style, with lots of red and grey with paper lanterns and such. The passageways are smaller than most dungeons, more enclosed and longer. Occasionally it opens up into vast caverns where the Crimson Skull store their loot or eat.
"Port Kaimu is the Guild Hall of the notorious pirates known only as the Crimson Skull. Master Togo's dying wish was that his single failure in teaching would be arrested and brought to justice for the crimes he had committed. And Thus, adventurers, Shing Jea monastery opens it's doors to you once again. Seek out the Crimson Skull stronghold on our southwest shores and bring Captain Quimang's head back!"
The Cradle of the Crimson Skull is unique in terms of its bosses. It features several bosses, like Sorrow's Furnace, and a non-linear layout. I order to breach the captains quarters you must collect 8 pieces of eight held by his Captains. These Captains are at different points within the fortress, and they represent all of the factions professions. When you have killed them all you can open the door to Captain Quimang's quarters and do justice.
Elona
The Fortress of Jahai
This dungeon is accessed from both sides of the fortress and takes of the form of a series of guardrooms, training rooms and mess halls in a complex maze of passages. The style is like that of other Kournan buildings except darker and more sparsely lit. However as you reach the centre of the building signs of Abbadon's influence are clear, tentacles burst through stone and twisted faces grin out of the darkness.
"Tonight is the night I die. I was a spy, working for the Sunspears on the inside of the Kournan military, but they found me out. My work has not been fruitless however, I ventured deep into the heart of their fortress and saw monstrosities greater than a man can imagine. The stone of this place is warped, cursed in some way. I can feel it staring over my shoulder as I write my last words. I am glad you found this letter, reader. Varesh is summoning a deamonic force of power beyond all imagination and the ritual must be stopped. If she were to complete it somehow then... I shudder to think what become of the world. We face a threat greater than the Scourge of Vabbi, it is time for the Sunspears to act!"
The fortress is divided into 3 main sections. A Margonite wing, a Kournan wing and the deamonicly twisted core. At the end of both wings there are two mini-bosses (still with monster skills, but not as tough as a proper dungeon boss) which drop Rune Fragments. When put together these fragments allow access to the core. The wings can only be accessed from different entrances to the fortress. If you enter the fortress from Yatendi Canyons you end up in the Margonite wing and if you enter from Jahai Bluffs you end up in the Kournan wing. Therefore, in order to kill the boss, you must enter from both sides to get the fragments and then proceed to the core (which is accessible from both wings).
Once the door to the core is opened a timer is started. This counts down to the summoning taking place. There are two possible boss battles: If you reach the boss room before the time is up then you fight General Serll, a human Kournan general who is not particularly tough but summons a lot of adds during the fight. When he's dead a chest containing rare kournan skins, some greens or diamonds spawns.
If you do not reach the boss room before the timer is up then the summoning is completed! This results in a much harder (but only one foe) boss fight against The Famine. This is a ranger deamon (with famine) and energy draining monster skills. When it is dead a chest spawns with rare RoT skins, some greens, a tiny chance for an armbrace of truth or onyx gemstones.
Once you have completed the fortress once then you get a Kournan Military Key allowing quick access from one side of the fortress to the other.
--------------
Ok, that's my ideas. What are yours?
Mazey
Pleikki
I kinda like that Factions one but nah not needed in my opinion
cosyfiep
this should be in the sanitarium not in riverside....
and prophecies has dungeons they called it sorrows furnace and tomb of the primeval kings
and prophecies has dungeons they called it sorrows furnace and tomb of the primeval kings
Tarkin
Quote:
Originally Posted by cosyfiep
this should be in the sanitarium not in riverside....
and prophecies has a dungeon they called it sorrows furnace. |
sorry my weak english...
graverobber2
the underground is kind of like a dungeon, just add a number of missions + chests
mazey vorstagg
Quote:
this should be in the sanitarium not in riverside.... |
FrAnt1c??
Both campains have dungeons, Sorrows furnace in Prophecies is considered an elite dungeon, Urgoz and the Deep in factions are elite dungeons, and the Domain of Anguish in Elona is the elite dungeon.
upier
One of my favourite dungeons has to be FoW.
(Well next to the fact that it's designed insanely well) Because it's a huge open space.
I do like The Deep - but that's prolly because I am insanely partial to the Jade Sea.
So dungeons that would do it for me - should NOT be these little claustrophobic little coffins. (Especially because the GW engine sucks at it. The camera just goes mental in such places.)
(Well next to the fact that it's designed insanely well) Because it's a huge open space.
I do like The Deep - but that's prolly because I am insanely partial to the Jade Sea.
So dungeons that would do it for me - should NOT be these little claustrophobic little coffins. (Especially because the GW engine sucks at it. The camera just goes mental in such places.)
zwei2stein
some quick ideas:
Prophecies:
* Catacombs (DUH!)
* Ruins of Moladune (DUH!) (that lore needs to be expanded.)
* Scarab lair (kepkhet & co.)
Factions:
* Dragons Throat accesible as dungeon.
* Undercity accesible as dungeon.
NF:
* Bahdock Caverns, Hidden City & Gandara accesible in dungeon mode.
Prophecies:
* Catacombs (DUH!)
* Ruins of Moladune (DUH!) (that lore needs to be expanded.)
* Scarab lair (kepkhet & co.)
Factions:
* Dragons Throat accesible as dungeon.
* Undercity accesible as dungeon.
NF:
* Bahdock Caverns, Hidden City & Gandara accesible in dungeon mode.
stretchs
Great ideas from the OP.
I think all of us would enjoy seeing the Catacombs opened up as a dungeon as it was the 1st place all of us initially went underground and got lost more times than we would like to count. It is another one of those places that just wreaks of gw nostalgia
I think all of us would enjoy seeing the Catacombs opened up as a dungeon as it was the 1st place all of us initially went underground and got lost more times than we would like to count. It is another one of those places that just wreaks of gw nostalgia
Sweet Mystery
Pirates Nest
Some form of dungeon accessible from the Corsair area in the Barberous shore.... just think of the Goonies and the fun they had to get to the hidden Pirate Ship and all that loot....
Perhaps the reward there not simply gold items / greens but for once... an actual Cash reward..... 2-5K for example
Fight your way through the pirates nest and the like...
Elemental Vortex
Another one would be to travel to the realms of the elementals to recover something, much like you get the carving in CoF. Imaging fighting through levels of elementals: fire, earth, water and air.... all to get to the elusive reward on the level with all the elementals on and their allies
Ashadim one step further... with a reward of a gems for a reward : 2 from ruby, sapphire, diamond or onyx with no rubbish golds in sight !
Some form of dungeon accessible from the Corsair area in the Barberous shore.... just think of the Goonies and the fun they had to get to the hidden Pirate Ship and all that loot....
Perhaps the reward there not simply gold items / greens but for once... an actual Cash reward..... 2-5K for example
Fight your way through the pirates nest and the like...
Elemental Vortex
Another one would be to travel to the realms of the elementals to recover something, much like you get the carving in CoF. Imaging fighting through levels of elementals: fire, earth, water and air.... all to get to the elusive reward on the level with all the elementals on and their allies
Ashadim one step further... with a reward of a gems for a reward : 2 from ruby, sapphire, diamond or onyx with no rubbish golds in sight !
Kattar
Yeah, these aren't bad ideas, but the Canthan one might need to be rethought since there's this quest involving Quimang: Quimang's Last Stand.
Other than that, I had the same thought as zwei2stein with regard to Factions. These are basically set up as dungeons already, they just need a little more.
Other than that, I had the same thought as zwei2stein with regard to Factions. These are basically set up as dungeons already, they just need a little more.
Arduin
I'd rather have three more Realms of the God. Dungeons are too short, too cramped, and after you've done them once, there's no need to redo them.
A place with a dozen quests, like UW and FoW, makes me play longer. If it is as hard as those areas where during GW's launch, you would only be able to do a portion of those quests, before getting wiped eventually. Makes you come back again, after changing builds, just to see how far you can progress this time.
A place with a dozen quests, like UW and FoW, makes me play longer. If it is as hard as those areas where during GW's launch, you would only be able to do a portion of those quests, before getting wiped eventually. Makes you come back again, after changing builds, just to see how far you can progress this time.
mazey vorstagg
Quote:
Ruins of Moladune (DUH!) (that lore needs to be expanded.) |
You're right, it would be totally awesome to see and explore an ancient cities ruins. I imagine the Stone Summit could be up to no good there...
Lion's Arch Fortress
A castle inside the tower you see from Lion's Arch. Previously a Lionguard barracks, it has been taken over by White Mantel. Your job is to get inside and fight your way to the top to rescue the captive Queen Salma and her Lionguard generals.
This could really expand on the kryta queen and Mursatt lore that will be followed up in GW2.
------
In response to the almost-dungeons in other campaigns such as FoW, UW and The Deep etc. The main difference is that you can take H/H with you into a normal dungeon. I've never done FoW or UW in my 2 years of playing simply because I only play solo with H/H due to my limited bursts of play time. If they allowed henchies in the FoW or let you take 8 henchmen with you into The Deep, believe me. I'd be in there all the time.
darkdreamr
Nice ideas OP. But I vote against any permanent key you have to keep in your inventory. =P
Stolen Souls
Post-Searing Catacombs would be a must for me.
edwinna elbert
It's as simple as blocking off a few walls, adding some keys and doors, and setting a spawn. And hundreds of hours of playtesting and the design of a new boss. So it's not that simple, but I can make the initial planning look much simpler than it is in reality!
edit: it should be a massive slaughterfest of THOUSANDS of level 10 undead zombies.
edit: it should be a massive slaughterfest of THOUSANDS of level 10 undead zombies.
rkubik
I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
Molock
Quote:
Originally Posted by rkubik
I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
|
mazey vorstagg
Quote:
Originally Posted by rkubik
I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
|
Today I was logged on for 9 hours but I only played about 2 hours in total.
That's why i prefer dungeons to FoW or urgoz. What player is gonna to want to hang around afk for hours waiting for me to change the baby, or have lunch or pick the kids up. Only my trusty heroes.
And I think everyone wants any new dungeons to be 'hand-made' with all new scenery and layouts.
I can envisage Anet doing a "bonus-dungeon-pack" like the BMP, especially if GW2 is delayed.
-----------------------------
Another idea:
Frostrider's Barrow Den
After the death of the leader of the Shiverpeak centaurs in the Wilds of Maguuma his body was brought back to the centaurs' ancestor tree deep in the shiverpeak mountains. This dungeon is set in the centaur pride's communal tomb, it is a natural cavern (like bogroot growths) but with lots of flickering torches and tribal decorations. The entrance is hidden in the northern part of Deldrimor Bowl and is guarded by a few lvl 20s. A huge and ancient birch grows over the doorway...
At the start of the dungeon you fight centaur of the Modniir tribe mixed with various ice creatures (such as wendigo) which they have tamed. As you venture further into the dark you discover undead centaur (the desolation ones) and ghostly centaur, these are the ancestor spirits of the tribe. Awakened from their eternal sleep to defend the tomb from the warring centaur and you!
Finally as you reach the bottom of the barrow den you witness fights between the centaur, all trying to claim the legendary 'Stave of Horm' (the battlestaff of the Horm Frostrider). Defeating the factions' leaders, the undead and a risen spirit of Horm himself you take the staff for your own and use it to bring peace to the northern shiverpeaks.
This dungeon could have new "tribal" style skins and plently of ritualist greens. The quest would be given in Beacon's Perch.
Arduin
Quote:
Originally Posted by Molock
Mmk, so because you wouldn't be able to do the dungeon it shouldn't be implemented? Got ya!
|
Incandecree
What about expanding that idea? I would love to explore that tower on the edge of Kessex Peak. Heck you have to stop Galrath from him gaining entrance to that place. Why not make it explorable like a dungeon?
Gwmaster
i would use the area that is desert like in the maguma jungle for a new dungeon,since there is a big area that isn't used..same thing with the "volcano" like isles in the northern sea..
Jungle Dungeon:
end boss: huge Troll like creature named : Gorgosharrrgh the Smelly with a huge behemoth boss named : Guarrrhgh blahahardghh! (i love those kind of names xD)
creatures: trolls..,huge devourers,those plant like things...and some new unknown creatures "there is a bunch of gw concepts that aren't used so its time to use them "
Volcano isle Dungeon:"Primordus's Lair"(elite)
End boss: Primordous's Spawn, Some kind of huge lava dragon, not similar to Primordus since we don't want to spoil gw2 and not similar to the great destroyer since...hes more like a ugly turtle, something like a bone dragon but made of fire idk.
traps..
nature effects, like heat or something like that.
big rewards at the end
like 3 drops in normal mode...
and 6 drops in hard mode.
Jungle Dungeon:
end boss: huge Troll like creature named : Gorgosharrrgh the Smelly with a huge behemoth boss named : Guarrrhgh blahahardghh! (i love those kind of names xD)
creatures: trolls..,huge devourers,those plant like things...and some new unknown creatures "there is a bunch of gw concepts that aren't used so its time to use them "
Volcano isle Dungeon:"Primordus's Lair"(elite)
End boss: Primordous's Spawn, Some kind of huge lava dragon, not similar to Primordus since we don't want to spoil gw2 and not similar to the great destroyer since...hes more like a ugly turtle, something like a bone dragon but made of fire idk.
traps..
nature effects, like heat or something like that.
big rewards at the end
like 3 drops in normal mode...
and 6 drops in hard mode.
Longasc
Quote:
Originally Posted by zwei2stein
some quick ideas:
* Catacombs (DUH!) (...) Gandara accesible in dungeon mode. |
Yes, a post-searing version of the Catacombs would be great.
I also wonder about Gandara. Most of the city space is never used, wasted. Which is a shame.
Hugh Manatee
In post searing most of the catacombs were turned inside out by craters it seems. If you look around you can find bits of them sticking out. That doesn't mean you couldn't have a cave network under there or an excavation to recover ancient artifacts for king adelbern or something.
I personally want to see a dungeon themed around the Mad King Thorn. Kinda like the Snowman one, with halloween stuff at the end chest.
I personally want to see a dungeon themed around the Mad King Thorn. Kinda like the Snowman one, with halloween stuff at the end chest.
GaaaaaH
Some of these ideas are really good, and will extend the life of the game
Molock
Quote:
Originally Posted by GaaaaaH
Some of these ideas are really good, and will extend the life of the game
|
Lady Lozza
I love dungeons, but I think by and large they were poorly implemented in GWEN.
Some of these ideas are really good. I like the idea of exploring say the dungeons of Gandara, or Jahai. And would love to hear more lore about areas like the Wizard's Keep.
Some of these ideas are really good. I like the idea of exploring say the dungeons of Gandara, or Jahai. And would love to hear more lore about areas like the Wizard's Keep.
mazey vorstagg
Ok, so:
The Wizard's Tower
The arcane fortress of the Mage-Lord Odran, imbued with the power of flight and protected with anti magic wards, this tower is a mystery to all those that gaze upon it.
"For the Attention of the Firstwatch,
It has come to my attention that although Galrath's attempt to unlock the secret of the wizard's tower was foiled another may have achieved what he failed to do. A necromancer, known only as Verata, and his acolytes have broken the seal on the tower door and succeeded in entering. I have confidence that the protections put in place by Lord Odran himself will slow them down, but I fear for the safety of all Kryta if they reach the inner sanctum. Sergio, I implore you, send reinforcements.
Yours
Lionguard Gariol"
The wizards tower is a 5 wing dungeon. The four towers contain individual tasks and challenges which must be completed in order for the ward protecting the keep to fall. Each of the towers features a different environmental effect:
Ward of Elemental Dampening: Elemental damage is reduced by 50%
Ward against Steel: Melee attacks have a 50% to miss
Ward of Wounding: Healing is reduced by 50%
Ward of Combustion: All skills set the user on fire for 2 seconds.
The dungeon would aimed at puzzle solving rather than pure fighting. Traditional "zelda" puzzles such as pulling switches in the right order, hidden traps, invisible floors and teleporting would be prevailent. Although you would also fight various magical enemies (different ones in each area) such as elementals, animated armor, golems, imps and Djinn. Verata's Acolytes are also a constant presence, they are found in small groups and are fighting the tower's guardians too. They drop clues and important puzzle pieces when killed. Each tower would have a major overarching puzzle that would have to be solved to open the ward.
Once the keep's ward is down you see a CS where Verata and his minions go inside and being fighting the arcane creations there. As you progress through the keep you fight a multitude of magical monsters as well as hordes of undead minions and verata's acolytes. The final battle takes in front of the door to the inner sanctum where you have a showdown with Verata in a huge display of necrotic magic!
After Verata is dead a spirit of Lord Odran appears and tells the player that what is contained in the sanctum is too powerful to ever be discovered by the rest of the world. He thanks you and teleports you to the roof of the tower where you find the dungeon chest.
-----
sorry gotta a bit carried away
The Wizard's Tower
The arcane fortress of the Mage-Lord Odran, imbued with the power of flight and protected with anti magic wards, this tower is a mystery to all those that gaze upon it.
"For the Attention of the Firstwatch,
It has come to my attention that although Galrath's attempt to unlock the secret of the wizard's tower was foiled another may have achieved what he failed to do. A necromancer, known only as Verata, and his acolytes have broken the seal on the tower door and succeeded in entering. I have confidence that the protections put in place by Lord Odran himself will slow them down, but I fear for the safety of all Kryta if they reach the inner sanctum. Sergio, I implore you, send reinforcements.
Yours
Lionguard Gariol"
The wizards tower is a 5 wing dungeon. The four towers contain individual tasks and challenges which must be completed in order for the ward protecting the keep to fall. Each of the towers features a different environmental effect:
Ward of Elemental Dampening: Elemental damage is reduced by 50%
Ward against Steel: Melee attacks have a 50% to miss
Ward of Wounding: Healing is reduced by 50%
Ward of Combustion: All skills set the user on fire for 2 seconds.
The dungeon would aimed at puzzle solving rather than pure fighting. Traditional "zelda" puzzles such as pulling switches in the right order, hidden traps, invisible floors and teleporting would be prevailent. Although you would also fight various magical enemies (different ones in each area) such as elementals, animated armor, golems, imps and Djinn. Verata's Acolytes are also a constant presence, they are found in small groups and are fighting the tower's guardians too. They drop clues and important puzzle pieces when killed. Each tower would have a major overarching puzzle that would have to be solved to open the ward.
Once the keep's ward is down you see a CS where Verata and his minions go inside and being fighting the arcane creations there. As you progress through the keep you fight a multitude of magical monsters as well as hordes of undead minions and verata's acolytes. The final battle takes in front of the door to the inner sanctum where you have a showdown with Verata in a huge display of necrotic magic!
After Verata is dead a spirit of Lord Odran appears and tells the player that what is contained in the sanctum is too powerful to ever be discovered by the rest of the world. He thanks you and teleports you to the roof of the tower where you find the dungeon chest.
-----
sorry gotta a bit carried away
Sleeper Service
Quote:
Originally Posted by Lady Lozza
I love dungeons, but I think by and large they were poorly implemented in GWEN.
|
i still play SF just for the heck of it....GWEN dungeons...meh.
and oh yeah, wizards tower and catacombs hell yeah.
rkubik
Quote:
Originally Posted by mazey vorstagg
I'm casual too, but that's why I like dungeons. they are the only high end areas with ok loot and good fun that you can take H/H into. If you're like me, and can only play for half an hour at a time then start off in the morning and simply leave yourself logged in all day coming back to the game whenever you've time.
Today I was logged on for 9 hours but I only played about 2 hours in total. That's why i prefer dungeons to FoW or urgoz. What player is gonna to want to hang around afk for hours waiting for me to change the baby, or have lunch or pick the kids up. Only my trusty heroes. And I think everyone wants any new dungeons to be 'hand-made' with all new scenery and layouts. I can envisage Anet doing a "bonus-dungeon-pack" like the BMP, especially if GW2 is delayed. ----------------------------- Another idea: Frostrider's Barrow Den After the death of the leader of the Shiverpeak centaurs in the Wilds of Maguuma his body was brought back to the centaurs' ancestor tree deep in the shiverpeak mountains. This dungeon is set in the centaur pride's communal tomb, it is a natural cavern (like bogroot growths) but with lots of flickering torches and tribal decorations. The entrance is hidden in the northern part of Deldrimor Bowl and is guarded by a few lvl 20s. A huge and ancient birch grows over the doorway... At the start of the dungeon you fight centaur of the Modniir tribe mixed with various ice creatures (such as wendigo) which they have tamed. As you venture further into the dark you discover undead centaur (the desolation ones) and ghostly centaur, these are the ancestor spirits of the tribe. Awakened from their eternal sleep to defend the tomb from the warring centaur and you! Finally as you reach the bottom of the barrow den you witness fights between the centaur, all trying to claim the legendary 'Stave of Horm' (the battlestaff of the Horm Frostrider). Defeating the factions' leaders, the undead and a risen spirit of Horm himself you take the staff for your own and use it to bring peace to the northern shiverpeaks. This dungeon could have new "tribal" style skins and plently of ritualist greens. The quest would be given in Beacon's Perch. |
Maybe I should have worded my original response differently. I do not have a problem with dungeons per se I just don't like the current design of them. I was giving an opinion. I could care less if they add more or not I just would not play them because I don't particularly like that atmosphere. If a "new" type of dungeon were implemented then I would give it a shot and see from there but the current design I do not believe merits any more areas like it.
stretchs
I love some of the ideas coming from this, I would prefer to see something like a combination of the BMP and GWEN come about, while I like the dungeon concept, I am not that concerned about added new explorables to get to them, I would love to see them just added in areas that we previously have traveled, one limitation to adding them in many existing places in Tyria is the party limit so you would have to make each dungeon an outpost of some sort so that you can do 8 man parties OR cater these dungeons to smaller group numbers. Either way, would love to find reasons to travel to distant places in any of the current maps that get no love.
Bryant Again
The Lair of the Below: A factions dungeon set in a deep underground chasm under the city infested entirely of plagueborn beasties, both with old and new breeds. The boss would be a disgusting and huge (think Mallyx times four) pussy manifestation that would take a concentrated team of 12 to take down.
mazey vorstagg
Quote:
Originally Posted by Bryant Again
The Lair of the Below: A factions dungeon set in a deep underground chasm under the city infested entirely of plagueborn beasties, both with old and new breeds. The boss would be a disgusting and huge (think Mallyx times four) pussy manifestation that would take a concentrated team of 12 to take down.
|
Quote:
cater these dungeons to smaller group numbers |
Richardt
I think what would be cool is if they had dungeons with smaller party sizes i.e. 4 man and 6 man dungeons.
Another cool idea would be to have an opening for a dungeon in two different areas and you get to join a second group for the dungeon crawl (similar to the coop missions in Factions). Don't know how well this idea would go over, but would be interesting to see.
I'd love to see the Catacombs opened back up again-but instead of one floor, make it several-like the Searing knocked loose some doorways to the lower levels.
Another cool idea would be to have an opening for a dungeon in two different areas and you get to join a second group for the dungeon crawl (similar to the coop missions in Factions). Don't know how well this idea would go over, but would be interesting to see.
I'd love to see the Catacombs opened back up again-but instead of one floor, make it several-like the Searing knocked loose some doorways to the lower levels.