Content of the article: "Everybody seems to want a horde mode, myself included. I know that horde mode suggestions are a dime a dozen here, but hear me out on this one."
Basic things
– This mode would have a normal mode and a hard mode.
– Hard mode would give all enemies more health or more damage, changes High-Value targetmechanics (see "What makes it unique") and would offer different rewards.
– Normal mode would be six-man match-made, while hard mode would not be.
– This mode would have endless waves, when the last person on your team dies everybody gets instantly revived, the enemies disappear, and a rewards chest spawns in the center of the room.
– The activity starts with enemies at 1050 power, and every 10 waves, there is a boss. Killing the boss raises the enemies' power level.
– Each team member has 5 revives to begin.
What makes it unique
– It's a little bit like Gambit in the sense that in any given round you can be fighting Fallen, Taken, Vex, Hive, or Scorn.
– Every round, there is a 5% of a yellow-bar enemy with a Wrathful buff spawning, and when you kill it you gain the Wrathful buff for briefly increased damage against all enemies.
– Spawn locations for groups of enemies would be randomly chosen among a large number of possible spawn points.
– Every five rounds a High-Value target would spawn in a certain area of the map, and this enemy would drop a mote.
– In Hard Mode, these enemies would spawn every four rounds instead, and they would bechampions.
– These motes could be banked at terminals around the room for different assets in the fight.
– 2 motes: Extra revive for whoever banks
– 8 motes: Extra revive for everyone
– 2 motes: Braytech security frame
– 2 motes: Three Fallen Pikes
– 5 motes: Mounted Turret (can be placed anywhere, only three can be purchased)
– 3 motes: Placeable wall (only three of these can be purchased)
– 10 motes: Drake Tank
Boss Order
Vex | Hive | Fallen | Taken | Cabal | Scorn | |
---|---|---|---|---|---|---|
Level 10: 1050 Power | Minotaur | Knight | Captain | Phalanx | Incendior | Chieftain |
Level 20: 1100 Power | Wyvern | Shrieker | Servitor | Hobgoblin | Psion* | Ravager |
Level 30: 1150 Power | Cyclops | Wizard | Marauder* | Captain | Centurion | Abomination |
Level 40: 1180 Power | Hydra | Ogre | Heavy Shank | Wizard | Colossus | Chieftain |
Level 50: 1200 Power | Praetorian (VoG is coming back, why not?) | Vanquisher + Adherents | Brig | Minotaur | Thresher | Ravager |
Level 60: 1220 Power | Minotaur | Knight | Captain | Ogre | Incendior | Abomination |
Level 70: 1250 Power | Wyvern | Shrieker | Servitor | Knight | Psion* | Chieftain |
Level 80: 1260 Power | Cyclops | Vanquisher + Adherents | Marauder* | Centurion | Centurion | Ravager |
Level 90: 1280 Power | Hydra | Wizard | Heavy Shank | Chimera | Colossus | Abomination |
Level 100: 1300 Power | Praetorian | Ogre | Brig | Techeun* | Thresher | Fikrul* |
* These bosses would be the reskinned strike bosses Thaviks, Sedia, Kargen, and The Fanatic, but they would have far more health and no immune/orb shield/disappearing mechanics.
After clearing Level 100, the boss order will simply reset, and with each consecutive set of 10 waves and a boss the power level will increase by 5. So, level 200 would be power level 1350.
Rewards:
Clear level 50 once a week: 2 Enhancement Prisms
Complete 3 runs per week: Pinnacle Gear
Clear level 100 once a week: Ascendant Shard
Clear level 100: Triggers an exotic quest
Planetary Materials:
Level 30 | Level 80 | |
---|---|---|
Fallen | 5 Glacial Stalwort | 25 Glacial Stalwort |
Hive | 5 Helium Filaments | 25 Helium Filaments |
Vex | 5 Microphastic Datalattice | 25 Microphastic Datalattice |
Taken | 5 Bayron Bough | 25 Bayron Bough |
Cabal | 5 Dusklight Shard | 25 Dusklight Shard |
Scorn | 5 Etheric Spiral | 25 Etheric Spiral |
Exotic Catalysts (These catalysts don't have to give already overpowered exotics an extra crazy perk, just the ability to make orbs and a minor stat buff.)
12% chance, Level 90 | 15% chance, Level 90 (Hard Mode) | |
---|---|---|
Fallen | Queenbreaker Catalyst | Anarchy Catalyst |
Hive | Deathbringer Catalyst | Thorn Catalyst |
Vex | Bastion Catalyst | Divinity Catalyst |
Taken | Malfeasance Catalyst | One Thousand Voices Catalyst |
Cabal | Heir Apparent Catalyst | Tarrabah Catalyst |
Scorn | Wavesplitter Catalyst | Monte Carlo Catalyst |
The chest at the end of the encounter would include a slotting mechanic like the Cryptolith Lure, and the more rounds you have completed, the more specific weapon options, stat masterwork options, and perk inclusions/exclusions you have.
Why this should be implemented:
– It would reward players for getting to high light levels more than just grandmaster NFs, Trials, or master lost sectors do.
– High replayability value, due to the randomization of the right factors in gameplay, and the RNG not being terrible.
– Six-person matchmade activities were the community's favorite seasonal activities.
– If there's enough good loot, people will want to farm specific rolls of these guns, and they'll play this activity for a longer amount of time instead of die on purpose after a certain point if clearing more levels meant more options for loot customizations.
– A lot of exotics don't have catalysts yet (even if the catalyst is just an orb-maker), and tying these catalysts to a fun seasonal activity where the RNG isn't terrible will just further people's motivation to play this.
– Imagine the hype that would be generated for the game when streamers start challenging each other to see who can get farther, and trying to break each others' records.
– Above all, it would be FUN. You could be the all-powerful alien slayer mowing down endless hordes of enemies you always wanted to be.
Source: reddit.com
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