[b]TLDR;[/b] Take Crota's End and Kings Fall and stitch them together, creating the original idea for the raid that Bungie had in mind, a 11 encounter raid roughly. Upon completion you can then do Crota's End and King's Fall separately as individual raids and get a guaranteed drop of an exotic relic for the first time through for every player to start a quest to get one of three weapons; (repeatable to get others, just RNG to get the other two relics) Necrochasm, Touch of Malice, and Throne Breaker.
[b]FULL;[/b]
Originally Bungie wanted to create a hive raid before Vault of Glass, but created the Vault because Destiny 1's core story had the Vex as the main enemy, a vex raid made the most sense, not a hive one. This hive raid got broken down into two raids we now know as Crota's End and King's Fall, also the Phogoth Strike was also supposed to be a part of this raid but since we have a Nightmare hunt of it, it could be safely ignored for the purpose of this. With Bungie now reintroducing old content from Destiny 1 via the Content Vault, it would be really cool to see the original vision of this raid as it was originally intended by Bungie and it would be new for all players while keeping a strong sense of nostalgia for Destiny 1 veterans.
How would this single raid work and be unified? Obviously, I am no game designer or coder, or anything except a player, so I can't say how hard this would be to actually implement or maintain. So that question can only be answered, coding wise, by people who are developers or understand the world of developing a video game, on the gameplay side of things I feel I can offer some input on how the raids would flow together as I am a player of both Destiny 1 and 2.
Currently, King's Fall and Crota's End are separate by a lot of means, mainly by space in the world (Crota's takes place on the moon and Oryx on the dreadnought) and to discuss how you get from one place to another will be covered in an encounter to encounter breakdown of the raid below.
[i]Couple of things to keep in mind when reading this: One motto of this was "Leave specifics to Bungie" which meant that very little specifics were put into this apart from certain encounters we felt needed further explanation to get our point across. Furthermore, I, nor any of my friends are game developers and we do not know the struggles of game development or the hurdles faced and thus we do not know how feasible all of this is AKA we only know how this all works as PLAYERS.[/i]
[i]The Breakdown of the Raid; [/i]
[b]Raid Title: Osmium Court(?)[/b]
[i]Some encounters would need tweaking from Destiny 1 to avoid cheesing with Destiny 2 abilities.[/i]
[u][Opening] [/u]
On the comms, similar to the start of Last Wish with Petra speaking to you, Eris tells you its time to slay the Taken King and his Son.
[u][Starting the Raid][/u]
Land in the Hellmouth, at the start of the Crota's End Raid stand on the plate to start the opening "encounter." The plate needs to be fully charged to 100% and periodically whilst standing on the plate a wave of a few knights spawn clawing their way out of the Hellmouth to challenge you and your fireteam and while they live they stop progress needing your team to kill them to progress. Once done a bridge forms allowing your team to plunge into the Hellmouth.
[u][Encounter 1] The Abyss[/u]
Minimal changes, plays out how you expect. Your team runs through the dark gaining stacks of weighted darkness, which dissipate when standing near lamps, making your way to the end to create a bridge and run into the light entering Crota's Throne world.
[u][Encounter 2] The Bridge[/u]
Follows the Ages of Triumph Redux version of this encounter and with the Swordbearer knight being and unstoppable champion or a similar small change like that. Other than that, encounter plays how you would expect, kill the knight, pick up the sword, cross the bridge, kill the Gatekeeper, repeat.
[u][Encounter 3] Thrallway (Shrieker Hallway)[/u]
No changes, kill the shrieker, the clear wall comes down, repeat once more and grab the chest if you can then descend into the pit below.
[u][Encounter 4] The Deathsinger[/u]
Plays out how you expect apart from minor changes like the wizards being overload champions.
Kills ads, kill the wizards, kill the shriekers, kill Ir Yut before she finishes her song.
[u][Encounter 5] Crota, Son of Oryx[/u]
Plays out how you would expect, following the Ages of Triumph Redux version of the fight. Summon Crota, clear ads, take the chalice, claim the sword, make Crota kneel, destroy oversoul, kill him with the sword.
[i]~Side note~=
Upon killing Crota this unlocks a version of the raid that is [b]just Crota's End[/b] and can be played from start to Crota ending with his death, in the event a team does not want to do the full Osmium Court raid or does not have the time.
~Back to the Breakdown~[/i]
[u][Bridging the Gap Between the Raids][/u]
Now that Crota is dead and you and your fireteam's time on the moon is finished, it's time to get to the dreadnought, but how exactly? I envision an event happening that pans out as follows:
Once Crota is dead, loot is rewarded and the arch/pillars that form when Crota is spawning opens a Hive Rupture gate and from it comes out a Shade of Oryx that is immune to all damage. Oryx talks to you through the shade and challenges you and seeks revenge for the murder of his son and pulls you through the Rupture onto the dreadnought spitting you out into the Court of Oryx public event space facing the hallway of thrall statues where you originally start the King's Fall raid.
[u][Encounter 6] Re-Aligning the Rupture Gate (First Encounter of King's Fall)[/u]
Upon arriving in the Court of Oryx there will be two knights, one taken and one hive. These knights will be in kneeling position at the end of the hallway leading into the large open area where you originally spawn for King's Fall back in Destiny 1. To start the encounter shoot the knights. They will have immune shields and to drop them you need to bring them close together where they will be able to be damaged, basically like Mengoor and Cra'adug from Court of Oryx. They will have smallish health pools just enough to be a mini boss but not enough to warrant a strong strategic formation or plan. Once the Knight Brothers are dead, you go to obtain the taken relics as you would normally if you were to start King's Fall. Dunk 12 relics, 6 from each side into 6 thrall statues and head back into the Rupture to continue as you would King's Fall normally.
[u][Hive Ship Jumping Puzzle Time!][/u]
No Changes.
[u][Encounter 7] Totems/The Warpriest's Trial[/u]
Play how you would expect, no changes. 2 teams of 3 rotating the aura's and sending the people to the middle to lower the gate blocking the Warpriest.
[u][Encounter 8] The Warpriest[/u]
No changes, play the encounter as you would on HARD mode, when the Oculus destroys a totem the Warpriest gains a taken ability. When the knights spawn to start the Glyph sequence make them a champion or something maybe too. Other than that, Kill ads, kill the knights, do the glyph sequence, gain the Brand, do DPS, repeat.
[u][Golgoroth's Maze][/u]
No Changes, find your way through to the beast that is Golgoroth
[u][Encounter 9] Golgoroth[/u]
No changes, play the encounter as you would on HARD mode. Kill ads, have one person take his gaze, drop the goopy ceiling orb, 5 people stand in it's pool, DPS, watch for the Unstable Light mechanic.
[u][Piston Jumping Puzzle][/u]
No changes
[u][Encounter 10] Daughters of Oryx[/u]
No changes, plays as you would expect. One player from your fireteam gets torn between dimensions the other five need to form the sky plates to steal the brand and kill the two daughters of Oryx.
[u][Encounter 11] Oryx, the Taken King[/u]
Minor changes, plays out how you expect on HARD mode. The light eater ogres are now unstoppable champions and so are the light eater knights that spawn trying to take the blights. Give your team their rolls and get to work taking down the Taken King.
[i]~End of Breakdown~[/i]
[i]~Side note~
Now that the ENTIRE raid is complete, it would unlock a [b]King's Fall variant of the raid[/b] where it begins at Encounter 6 of this breakdown and would end with the death of Oryx.
~Back to Post~[/i]
[b]~Hopeful suggestions~[/b]
Upon the death of Oryx and the completion of all 11 Encounters for the first time on a character(/or account), in a single week, an exotic relic would drop that is guaranteed for that character (I.E. if your team has never completed the Osmium Court Raid, then ALL of you are guaranteed to get the relic). You would take that relic to Eris on the Moon where she would be the start of one of three quests for an exotic weapon depending on the player's choice. I'm not going to get into the major specifics for all these quests and weapons, just one. One exotic would be the [b]Necrochasm[/b], which at some point in the quest would require the player to kill Crota once again (in either in the full raid or the shortened version). The second exotic would be [b]Touch of Malice [/b], which at some point would require the player to kill Oryx once again. The final exotic, which might I add is a completely custom idea by me and my friends that we think would be cool to see, is called the [b]Throne Breaker[/b], a hive sword in the power slot, more on that below. This exotic would require the player to be the sword bearer that kills Crota and the brand holder during Oryx's Last Stand, does not need to be in the same raid instance. To get the other weapons the relic has random a chance to drop from Crota or Oryx from the full Osmium Court Raid.
[b]Throne Breaker Exotic Sword[/b]
Intrinsic Perk: Grants increased damage to hive and negates hive shields and barriers.
Exotic Perk: Blocking summons a Knight's wall of darkness blocking most damage, heavy attack is the slam attack from the hive relic sword.
-
This sounds cool, but there's just one problem: Oryx was killed in D1 and the last of his essence was imbued into Touch of Malice... which we left behind in D1.
-
Edited by WishingForRivenTentaclesTV: 7/29/2020 6:16:18 AMPreface, just know I seriously value your creativity. Thanks for the positivity. Honestly the sword sounds more like an asthetical choice than an exotic. Imo it should be built around the Crota raid and touch of malice in a way so it reflects both. Maybe... The heavy attack stuns enemies and debuffed them. Light attacks return health to nearby allies and yourself. Blocking an attack will reproject it at the enemy, and grant super energy. Shielding emmediately for a hit will do critical damage. Holding block for too long poisons everything nearby, including you.
-
Just saying but we cannot recreate Necrochasm because Crota is dead and can't get another Crux of Crota Also we can't recreate Touch of Malice because Oryx's bound essence was in the gun and was destroyed in the Red War so ...
-
Edited by CrimsonStarDrago: 7/27/2020 10:19:09 PMDon't listen to these idiots with the whole "this is recycled content" crap. It's about reliving the memories of D1 put into D2 with hopefully a little twist to each of the encounters. Sure it's old content, but much better praised over the raids we have now.
-
I am so down for this
-
Oh man, yes please. I saw some replies here saying that its too long. People said that about the original King's Fall, and we still dealt with it. This also gets broken into two parts once you finish it once. Also, checkpoints. I'd love this, it would be a challenge to finish in one sitting. Imagine speedrunning this! I have many problems with Crora's End and King's Fall coming back that are unrelated to this post, but I would be all for this. Also, put in that Phogoth boss fight. Phogoth is a nightmare now, and Bungie needs to stop trying to continue and make old mistakes canon. Just put him in the raid. Also, a 12 encounter raid sounds nuts and I love it.
-
I looked at the TLDR and thought it was dumb, then I read through the whole thing and I really really want this.
-
It's too many encounters. I would cut totems. After oryx, you have a tiny interlude and then warpriest. Also, you don't need knights spawning in for this at the very start. This proposed raid would take your typical group 3 hours. That's just too long at this point. But on a lore related note, and I could be totally wrong, aren't we killing Crota in his throne world? So how would Oryx be immune there at all?
-
I think Crota's End should return as a 3-man dungeon tbh. It's about the length of a dungeon and was the only raid in D1 that was fully one-mannable. In order to make it achievable without cheesing, the bridge encounter could be altered to force you to cleanse the 'totems' by standing near them and clearing enemies. Once you cleanse both, then the Swordbearer knight spawns. Kill it, and power attack the plate with it to charge the bridge. You'll need to do this a few times to fully charge the bridge. Once done, you have to kill a bunch of enemies on the other side. Once you do that, you need to cleanse the totems on that side. Once you cleanse them, a Swordbearer spawns again, and once you kill it then the Gatekeeper spawns, kill him to move on to the 'Thrallway'. Or you know, they could change it however they wanted. Regardless, this Raid would require a TON of changes just to even make it on par with Eater of Worlds or Scourge of the Past which are already memed in D2 as being 'Strikes'. To make it a dungeon, it would only require changing that singular encounter to be solo-able without cheesing.
-
a flaw in the oryx encounter which you suggest, make the light water ogres and knights champions. what the heck?
-
No thanks. Sounds great in concept though ill give you that, but good lord it would be a time suck.
-
Nah. Gonna get nonstop unstoppables and barrier enemies. Guardian down! Guardian downn!! Guardian downnn!!!
-
Fu ck no! 11 encounters??? Do you have any idea how much time and effort that’s going to take?? Raids already take about an hour or 2 to complete if everyone knows what they’re doing and the last thing we need is an 11 encounter raid. Also it wouldn’t make much sense canon wise and gameplay wise: for Crota we go down the hell mouth on the moon into his ascendant throne, whereas Oryx we climb up through dreadnought located in the rings of Saturn into his Ascendant Throne.
-
Just have Crotas End be a strike. Better yet, a dungeon.
-
Haha no. I dont want those ogres in the oryx fight being unstoppable champions.
-
-
I have a better idea, a NEW raid instead of reskinning two raids as one and calling it "new."
-
It's a cool idea but i'd rather they be left in D1, would rather see some new raids than old ones recycled over again
-
No. Crota end was perfect and I loved it. Kings fall was eh in my opinion. But I also prefer the shorter, less mechanic heavy raids.
-
If this gets added, I will give everyone who likes 10 Iranian Rial. Quote me.
-
Edited by caedus1138: 7/28/2020 5:03:58 AMI call it Spaceshire 7
-
-
sorry but I have to say it "ain't nobody got time for dat"!
-
Combining shortest raid with longest one just sounds like a huge time sinkhole. Personally did not like the oryx boss battle and that was my least favorite part of all d1 raids. Lfg already is full of the kwtd crowd, but combining longest d1 raid with shortest will just continue that trend because time investment for kings fall by itself is lengthy.
-
I’d have to take out a part of the oryx raid This is good but way way too long
-
The best part about Crota was solo'ing it. Doing it in a group having the sword-bearer die over and over was cancer. I'm sure anything moved to D2 will be a lesser version of the original.