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(Devstream) Hard Mode (AKA DE_fficulty Challenge)


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Just reviewed the May 8th VOD and outside of running Nightmare nodes with all Dragon Keys equipped, I'd like to see a deeper Nightmare+Dragon keys Hard Mode experience.

Instead of Dragon Keys, leverage existing Syndicate stores to offer a unique Challenge Gear either equippable on the Gear wheel or a Visible piece of cosmetic (like Syadana or Shoulder piece). If its a Gear wheel equippable, its consumed at completion of a mission.

Equipping such a piece affects an aspect of the mission. Taking cues from existing Nightmare & Sortie conditions, equipping these pieces will open a mission UI displayed to all players in squad of the modified mission parameters. This UI will replace the usual top-left player participation UI. Multiples of the same challenge pieces may compound the modifier accordingly (marked as +/-c)

Such possible challenge conditions could include:

  • Shield Deferred: Players shield regeneration is disabled. Melee hits recover (-c)%shields. Mods affecting shield recovery affect %recovery.
  • Glamer Mobs: All enemies generate (+c)10+ illusory copies of itself. 1hit will dispel the copy. Killing the source of certain copies - dispels all copies and drops its generated loot will be reduced to how many copies was dispeled in this fashion.
  • Shrinking Violet: Taking Health damage will shrink the player down to a maximum of 50% of their original size. Size adjustment will also affect amount of damage (or damage effects) mitigated or dealt. Being smaller, will improve players dodge chance but penalize them when being hit.
  • Clawing Fog: Movement speed is impeded while traveling through the fog to a minimum of 40%. Kills restore movement speed and killing enemies has a chance of dispelling a smol radius of fog atop their corpse.
  • Formless Flow: With exception to Operator model, the Warframe model is obscured to players.
  • Paint the Town (Weapon Emission Color): Player firearms coat enemies with "Emission colors" and become hardened statues instead of corpses. These statues become map geometry, which may obstruct traverseable areas for both enemies and players. Players may melee hit a statue once to destroy them. Destroyed statues obey loot-frames abilities and disappear/decay. Standing statues ignore loot-frame abilities. (Clearly, NOT Splatoon inspired. Clearly)
  • Deadpool: All players in squad share the same health pool, but shield capacity are unique to each.
  • Slash & Burn: From beginning of mission, health loss at a steady rate of (+c)20 health/s. Kills using Heat mitigate this loss for 2s
  • Cogged Rounds: When reloading a firearm, a small minigame UI pops up and when successfully hitting the reload key again - it generates a (insert unique affect here). BEcause clearly, this is Active Reload inspired.
  • Snowflakes: When enemies are killed, they instead explode (blast damage) and generate either a bright sharp spinning snowflake (slash damage) or dark Gas matter (gas damage)
  • Care Bare: When killed enemies instead remain standing. Frozen (as if affected by Sleep ability) facing their immediate direction and begin to project a prismatic ray of energy. Players hit by this prismatic ray suffer random damage type. (See D&D Prismatic Spray) This projection lasts (+c)3s.
  • Firstlook: When loading into a mission, players watch a warframe cinematic with titled "Firstlook Gameplay kek" (cuz yknow ACV)

and I'm quite sure the playerbase has fun AND ridiculous ideas comparable to these. And of course these are not unique altogether.

As a reward system, I have no clue. 

Thanks for reading my ridiculous afterthoughts on the recent WFH. ty 4 the squad.

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