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Do you think that when dungeons return, they’ll have a system of leveling up kind of like the Operation: Dropzone mode from BR?

FortniteBattleRoyale4 - Do you think that when dungeons return, they'll have a system of leveling up kind of like the Operation: Dropzone mode from BR?
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Edit: I forgot to put a Tl;dr on my post so here it is. Dungeons can return, with each zone getting their own dungeon (ex. Stonewood gets the crypts). After each floor is completed, you get to choose a perk that benefits you from the rest of the mission but is not permanent, and you can choose between 1 of 3, like the Drop Zone mode from BR. If you defeat the dungeon boss, you can get all different kinds of perks that are permanent, and apply both in and outside of dungeons. This gives a fun and lucrative grind and would satisfy endgame players during content droughts.

This is my first big suggestion/theory post I'm making to this sub! Epic games has removed the dungeons mode for now, with the promise that they would return. With looking how Ch 2 S2 is going for BR, I have a feeling that when dungeons return they may have similar mechanics. At first, I thought that when they return it would be kind of like the hideouts from BR, such as "escape the rig" or "kill TNTina in a group effort exploring the rig" for example. But I thought, that wouldn't make sense, because we already have husks instead of henchmen and Ray would NOT STAND us trying to defeat a human boss.

Then the Operation: Dropzone mode came into play and I just had the perfect idea for dungeons in their return to STW. Basically, as you progress through the match you start with very little (like how dungeons worked), but as you make your way through the match and get better at defeating the enemy team and collecting intel, you "level up." You then choose new tech to fight with, and an upgrade such as better quality weapons or better accuracy. There would also be no need to change the existing dungeons' themes, because it would be fit into STW and each zone would get their own dungeon!

  • Stonewood would get the Crypts. This dungeon is the easiest and least complicated, with a fair amount of husks. Challenging but fair, a great way to introduce players to dungeons and the more combat-heavy side of Save the World. It matches the goal of stonewood: to give players an easy but real first taste of PvE. It's linear style and theme with no special modifiers is a great place for beginners, matching the theme of the underground areas of cemetaries you can find. There would be 2 dungeons of the crypts available in stonewood, A PL5 version and a PL15 version (these would be within the stonewood map, not a separate "dungeons" map)

  • Plankerton receives The Grotto. With a theme of being wetter than stonewood, with lakesides and lush, marshy grass, the vibrant caves and rushing waters of The Grotto dungeon would fit perfectly in this zone. a PL28 and a PL34 version would be available to players in the plankerton map.

  • Canny Valley gets The Labyrinth. With the theme of ghost towns, a mysterious desert that gets creepy at night with tales of Blackboot Ayres, and interdimensional technology the Labyrinth fits pretty well with the canny theme. It's cursed to slowly eat away at you, but there's also almost magical talismans to protect you. A PL46 and a PL64 version would be available in the canny valley zone.

  • Finally, Twine Peaks gets the inferno. With no shortage of elemental husks, lava that burns, and a maze that's easy to get lost in, the inferno is the best fit for the most advanced commanders. It fits perfectly with the dark rocks and volcano theme of the storm shield, and I personally found singe to be the more tankier of the dungeon bosses back when they were available. Three Inferno dungeons will be available in Twine Peaks: a PL76, PL100, and PL140 version.

If my memory serves me right, each dungeon had 3 floors and a boss. After each floor, you and your team of other commanders will be able to choose between 1 of 3 perks. These could be all kinds of simple buffs, such as +15% damage with assault rifles/SMGs/Pistols ect., gaining bonuses like armor or health regeneration while standing still, taking less damage from traps in the dungeon, dealing more damage to mist monsters, more headshot damage… the possibilities are almost endless. These "floor clear" perks will only be active during that dungeon mission and expire after the dungeon boss is defeated and the mission ends.

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However, players itching for improving their playstyle will want to stick around to the very end. "Boss clear" rewards are different – they are small, permanent stat boosts to any commander hero you play as, and they never expire. These would have much less of an impact than "floor clear" perks that only last for the mission, but once you have them, they're yours. They could be things like:

  • Assault specialist: Deal +1.5% more damage with assault weapons (same thing for pistol specialist with +1.5% damage with pistols and every other class of ranged weapons). All of these types of boss clear bonuses would stack up to 10 times.

  • Weakspot Allure: +2 critical rating. Stacks up to 25 times.

  • First Attack: +1% damage against full health targets, stacks up to 25 times.

  • Bandwagon: husks take +1% more damage for every husk in a 1 tile radius. Does not affect mist monsters or bosses. Stacks up to 5 times.

  • Smash & Grab: Enemies have a +2% chance of dropping items when eliminated. Stacks up to 25 times.

  • Loot Party!: All mission rewards and mission alerts give +10% more XP, evolution materials, Perk-UP and Re-Perk. Stacks up to 5 times.

  • Ticket Booth: Gain +20% more event tickets from mission alert rewards. Stacks up to 10 times.

  • Gold Rush: Missions will give +10% more gold if the speedrun badge is earned. Stacks up to 15 times.

  • Rooted: +5 Armor while your hero is standing still. Stacks up to 30 times.

  • Elemental Piercing: All elemental husks take +0.5% more damage. Stacks up to 100 times.

  • Elemental Resistance: Take 0.5% less damage from elemental husks. Stacks up to 100 times.

  • Treasurer: Chests, safes and presents give weapons and traps 1 rarity higher (this one would be very rare and after a player has it, it wont show up again)

  • Weaponsmith: Weapons and traps gathered from chests, safes and presents are +2 levels higher. Stacks up to 10 times.

  • Lazorbeam: All ranged weapons gain +4% weapon stability: stacks up to 20 times.

  • Refund!: Reloading an empty ranged weapon has a 5% chance to refund 1 magazine of ammunition to your hero. Stacks up to 10 times.

  • Swift cut: Melee weapons gain +3% attack speed. Stacks up to 20 times.

  • Bladey Acres Slasher: Axes gain +4% damage and +1% attack speed. Stacks up to 50 times.

  • Hard Arms: All ranged and melee weapons gain +10% maximum durability. Stacks up to 20 times.

  • Monster Hunter: Mist Monsters take +4% more damage. Stacks up to 25 times.

  • Charisma: Survivors give +10% more loot when rescued. Stacks up to 15 times.

  • Empowering: Defenders deal 5% more damage against all enemies. Stacks up to 10 times.

These are just some ideas that I had for some of the perks that you would be able to choose after the dungeon boss is defeated. Just like in Op. Dropzone, 3 choices would be available and you'd be able to pick 1 of the 3. If a dedicated player plays enough dungeons to choose a perk enough times to max out how much it stacks, then that perk is no longer available. There could be some rarer boss clear perks that have shorter stack numbers, for example treasurer where every weapon you receive from chests, safes, and presents is a higher rarity. That doesn't even stack, it's 1 and done and if you pick it, it never shows up again to stack. These would encourage players to grind and play dungeons, especially with the boss clear rewards being permanent and stackable. It would also make dungeons very lucrative to players willing to sink time into them, give a purpose to grinding, and allow players to get stronger in ways other than research points and survivor squads. If some of my suggestions seem overpowered Epic is free to nerf them, but it would still provide an element of RNG having only 3 of possible endless perks to choose from and only being able to pick 1 at the end of every dungeon mission.

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