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Edited by QuincyBlaze: 4/21/2015 6:15:12 PM
41

MORE NIGHTFALL MODIFIERS

After playing Test Your Luck on MKX, the thought hit me: this is what Nightfalls should be like! A bunch of random modifiers that can make the mission, easier, harder, or just more fun with wacky twists. Every week the Nightfall should have randomized modifiers to keep things fresh and make people think about playing in different ways than "camp in cheese spot." Nightfall would persist however. It would also be set at a base Heroic difficulty as well. I also believe the non-Nightfall modifier count should be increased to 5, making for 6 total. To make this possible, we need more modifiers - positive, negative, mixed, and weird - than just these: Angry Arc Burn Epic Juggler Lightswitch Solar Burn Void Burn I suggest adding things like these to the list as Nightfall exclusive modifiers: Juiced - Super regenerates much faster Cheapskate - Orbs of Light replenish more Super Energy Major Pain - Ultras and Majors deal more damage Minor Nuisance - Non-Major enemies deal more damage Jackpot - All enemies drop bonus Glimmer Superluck- Engrams/Pyramids drop more frequently Piñata - Bosses have a chance at blowing up with varied items on death Death by Rainbow - All damage types have increased damage output Passive-Aggressive - Non-Major enemies will actively seek and stay in cover, and will only attack when your back is turned Jammer - UI is disabled. Only waypoint compass stays active Stormtrooper - Zoom disabled Kinetic Force - Kinetic damage output from all sources increased (includes vanilla melees and boss stomps) Light Armor - Guardians take less damage from enemies Shadow Blade - Guardians take more damage from enemies Impotency - Supers do not make Orbs of Light Way of the Dragon - Unlimited Melee charges Bandana - Unlimited Grenades Jackrabbit - All Guardian actions are faster Sluggish - All Guardian actions are slower Early Dusk - All enemy actions are faster Early Dawn - All enemy actions are slower Moonbounce - Jump higher, fall slower. Warlocks affected more Lead Foot - Jump lower, fall faster. Titans affected more Parasite - Taking damage drains Super energy Stagnancy - Super bar only increases from Orbs of Light Dark Venom - Taking damage has a chance to incur a venom DoT Miasma - Random enemies emanate a poison aura Pitch Black - Supers are disabled Empty Handed - Guardian Grenades are disabled Ambi-Hex-trous - Guardian Melees are disabled Scavenger - Ammo drops replenish more ammo, and have a chance replenish other types Wasteful - Weapons use twice the ammo per shot Shaky Hands - Gun shakes in your hands, making it harder to aim. Reloading spills a couple rounds, causing you to lose ammo of varying amounts in the mag. Magnetic - Nearby items move closer to you Tex - Precision shots do more damage Slip n' Slide - Slide faster and longer Low-Grav - Moonbounce and Slip n' Slide, and physical contact will cause you and whatever you hit, sans bosses and terrain, to fly away from each other. Deadman Switch - Guardians explode on death, hurting enemy and ally alike Minefield - Enemies explode on death, hurting enemy and ally alike Friendly Fire - Shooting an ally will harm them Highlighter - Hitting enemies makes them glow and visible through walls Soul Share - Damaging enemies will also slightly hurt yourself Everybody Gets One - Death cannot be reversed by any means. G.O.A.T - Headshots on Dregs, Thralls, Acolytes, Hobgoblins, and Psions play a screaming goat sound effect. Can be disabled, sounds do not overlap Silly Party - Enemies and Guardians wear funny hats Hypnotic Dancing - Dancing pacifies nearby enemies, making them easy targets Old McDonald - Like G.O.A.T., but instead is a random farm animal sound on the death of a boss Prank Master - Heavy Machine gun sound replaced with an air horn, someone blowing a raspberry, or a mystery sound. Rocket Launchers missiles look like rubber chickens, and cluster bombs like eggs. These are reminiscent of both Test Your Luck and Halo's skulls, and would make Nightfalls a more exciting and dynamic experience. Imagine! Popping a Thrall with Fatebringer and hearing a screaming goat engulfed in hellfire! Having Moonbounce and Jackrabbit and trolling Sepiks because he can't hit you! Having Superluck nab you a bonus legendary or Exotic! Gjallarhorn-ing your friends with Friendly Fire! Or refraining from doing so because Soul Share and Everbody Gets One are on! Sacrificing yourself to take out a group of enemies and causing a chain reaction because Deadman Switch and Minefield are on! Getting -blam!-ed in the ass with Empty Handed, Ambi-Hex-trous, Pitch Black, Early Dusk and Sluggish! Fun! Edit: For rolls on the 6 modifiers, I propose chance percentages like this: 1. 100% Nightfall 2 & 3. 70% Negative, 10% Neutral/Fun 20% Positive 4. 30% Positive, 30% Negative, 40% Neutral/Fun 5 & 6. 60% Positive, 10% Neutral/Fun, 30% Negative Note that Burns are Neutral as they go both ways. Also note that individual modifiers may be weighted differently within the categories of positive negative and neutral. Nightfalls can be run over and over, each attempt will producing a different combination. Only one completion per week will give end of mission reward, per standard. I just hope this makes it more replayable. From RaSun7Sol [quote]This sounds like a great addition to the strike playlist.[/quote] So it does, that sounds like a good use too. Perhaps a Lv 28 playlist that is separate from the Vanguard ones? With Heroic replacing Epic as a modifier and no Nightfall modifier?

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  • Edited by Coatedmonk: 4/22/2015 7:44:33 AM
    [b]Pinned in[/b] Outer parts of area become "turn back" spots if you remain there for too long. [b]roulette[/b] Each fireteam member is given a random element for which they can do no damage even if said element is the weekly burn. [b]Traveler smiles upon you[/b] If all fireteam members die, you get only chance to choose whether you remain or return to orbit. With this added, you get 10 seconds added to countdown instead of 3. [b]team work[/b] All fire team members must be alive to kill the final boss. Boss will be immune to damage until teammates are revived after being killed.

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