I wanted to group these two. Feel free to read whichever part you like, if at all.
MT CHANGES
Okay, the wand and orb are amazing, latter actually being my favorite UT in the game.
Look how aesthetic that is.
Ok, but on that note, the dungeon does need a few changes. It does well in aesthetics AND UTs, but the reward is awful. Most people just end up with 1 mark, which is absurd given the difficulty of this dungeon. So here are a few small fixes I have in mind:
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Make Daichi drop 3 guaranteed pots. These can be any type of pot, excluding of course Life and Mana. With this, Daichi would be more worthwile to defeat.
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Make the Treasure Room Boss have a higher chance of dropping whites. This is especially important given the difficulty of this dungeon. Considering it’s quite literally a second boss, this should be reasonable. It would also drop pots, but only two as opposed to three.
THE NEST
Do I really need to explain this?
Instead of having this really giant, complex boss fight that no one likes to do, I recommend the same setpiece, but a different boss. Introducing…
Black Ops Beehemoth
Okay, okay, it’s green. That aside, this one giant bee would replace the event, and this is the bee you would kill to get your loot.
It would be immune to ALL status effects except curse. It has 100,000 HP(+5% per person in the realm), 40 DEF, and is fast. It can either circle the setpiece, strafe, or simply move erratically. It goes all around the setpiece. It only has one attack:
This does 100 damage armor piercing and he fires 8 of them omnidirectionally every 2.5 seconds. It has short range(1 tile) so treat the Beehemoth as an ice sphere. The upside is that this boss is always vulnerable, meaning you don’t have to back away to get your soulbound. Once you hit it with everything you got, it will go into the center, flash, and then explode into 20 of these shots. This WILL kill you if you stand on it. He drops the same things the Beehemoths would normally drop, so every color armor, every color quiver, and the Nest would be a guaranteed drop should you kill this event.
The Dungeon itself
Honestly, Nest seems like such a cool dungeon; it’s a source of so much loot, yet simultaneously, a source of so little. In other words, it’s far, FAR too dangerous most of the time to do this dungeon without a giant group, and even then it’s difficult to get SB. So, here are a few ideas I have:
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Make the Killer Bee drop a guaranteed Greater Life. You’re probably thinking, What?! But this boss is significantly more difficult than all Shatts bosses, maybe even combined, and considering how long it takes to clear this dungeon(addressed later), you deserve more than some measly “Greater Dex”, which is also counterproductive considering most characters who can complete this dungeon have already maxed dex. That being said, the boss should also have a chance to drop Greater Defense or Vitality. Considering how important these stats are to many players, especially tanks, this would be a good balance.
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Always have the treasure room en route to the Queen Bee’s Room. That way, players who would’ve nexused at this difficult boss STILL get a chance to walk away with some compensation from a still-difficult-although-less boss. Beekeeper should drop potions of Greater Defense as well, as one def pot is simply not enough to warrant fighting him. The two types of rooms in which the troom can be found in will still be there, and the secret boss will be accessed from those rooms.
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HP SCALING!!! Because there are so many enemies within the Nest as it is, I’ll only focus on the two bosses and their reworked stats.
KQB: 140,000 HP(+5% per player in the dungeon)
That way, you still get a difficult boss but in half the time to conventionally complete the dungeon and a better chance at SB loot.
Beekeeper: 70,000 HP(+5% per player in the dungeon)
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There is always a direct path to the Boss. The amount of rooms can change and all that, but it’s heavily unrewarding to hit a dead end, especially in this dungeon. Because teleportation is disabled it can take a very long time to finish this dungeon. Making it one-path would make it much quicker to do, while still maintaining the difficulty.
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This is a bit of an experimental idea, but I feel that the Killer Honey should daze. Of course, with an easier layout and less HP on the boss, there should be an element that is more difficult. Killer Honey as it stands is reskinned Lava. But because a lot of the theme has to do with slowing, and danger simultaneously, dazing would really make the dungeon a lot more difficult, while still maintaining the risk vs reward.
These are just some thoughts I had on the MT/Nest. If you want a TL;DR, just read the bolded statements and you’ll be g u c c i.
Thanks for reading!