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Ostara Challenges

#1
Each modifier will give a certain amount of challenge points, you can mix and match or stack whichever you want to increase your amount each run.
ALTERNATIVELY - A random few will be selected from the pool and you could choose to do "Challenging Ostara" or not.

Challenge points could affect stuff like loot, forge chance, maybe special rewards if they're high enough. NOT ALL CHALLENGES would give equal points! Some are harder!

If these are any good, I can probably easily think of more. If they're not, boo me to h*ck. Also, please suggest your own if you think this is a cool idea.

"Magazine Counting" A limited ammo challenge, replenishing from chests so you gotta watch your shots. Damage thresholds on bosses restore ammo too.
"Bleeder" HP drains over time unless you get a kill to stop it for a bit.
"Destitute" One less option to choose from for each chest.
"Armored" Enemies spawn with "Armor" that blocks one full hit of damage and any DOTs that might apply until you break it with that hit.
"Nightmare" Enemies move and attack 20% faster.
"Man of Iron" Healing is 50% less effective.
"Man of Steel" No healing allowed during the run, no HP increases. You start with 200HP.
"Allies" All bosses spawn with mini-room bosses to support them.
"Speedrunner" Time limit - Each floor you gain 8 minutes on the clock, extra time carries over to the next floors.
"Swarming" Enemies spawn in greater number
"Healthy" Enemies have +20% life
"Strafing" Dashing gains a +50% cooldown.
"Limited" Dashing causes 5HP damage
"Terranable Luck" Increased chance for Common cards rather than better ones
"Reload Addict" Cannot auto-reload, must do it manually, and reloads are 30% slower.
"Time to Die" Max HP is 1. Each floor, the first hit deals no damage. The second is fatal.
"Finishing Blow" Enemies must be finished off at very close ranges.
"Terrible Foes" Some normal enemies will potentially deal various DOT damage if they hit you, in accordance to their type/color.
"Fumblefingers" You can only reload when standing still, or out of combat.
"Lost and Confused" You have no minimap or map of any kind.
"Dark Souls" Some extra chests will be spawned that are mimics and burst into enemies. Be careful when you open. (Doesn't lower the amount of good chests, just adds "Fake" ones.)
"Mortal Man" No legendary upgrades from chests.
"Airstrikes" Orbital Beam Cannons will occasionally target near you, avoid the radius or take heavy damage.
"Gambler's Greed" Your upgrade chosen from a chest is entirely random.
"Ice Physics" Your movement is slightly slippery, meaning it'll be harder to move accurately.
"Sun in my Eyes" Enemies will be slightly harder to aim at, your cursor will slowly drift away from them. Keep it steady!
"RNG" Damage dealt each shot or DOT tick will be randomized between 25% and 110%.
"Loot Goblin" All chests except the final floor one are on a time limit, acquire keys fast enough or be locked out. Including the minigame room chest.
"Avengers" Enemies will shoot out a burst of projectiles when killed.
"Failure's Price" Healing at a well costs a random key. No key, no heal.
"It is a mystery" Enemies are shrouded, you cannot tell what type they are or see what their names are.
"Everyone's Fear" Some normal keys might randomly not drop, potentially leaving some normal chests unopenable. Plays a sad horn toot if this happens.
"Alpha Striker" Every enemy pack will have a Leader, who must be killed before any other enemies in that pack can. The Leader has double HP and a glowing outline. Other enemies can still block projectiles.


There could be one that gives bosses or enemies new surprising moves that make things harder, but that'd be a lot more to add so I'm not suggesting anything there. Yet.
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#2
+1 Love this idea for a daily or even weekly challenge run that could have better odds for drops and having it be more challenging then a regular ostara run
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#3
Dude there are some awesome ideas in here, nicely written.
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#4
+1 a modifier system would be sick, either random or you can select which ones you want.

If you do do the random modifiers route, I'd say exploring a system to have buff modifiers in conjunction of debuffs as well, to spice up the gameplay a little more. Examples would be increase card rarity drops or start with a specific card or set of cards.
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#5
(12-14-2023, 05:55 AM)The Black Parade Wrote:  +1 a modifier system would be sick, either random or you can select which ones you want.

If you do do the random modifiers route, I'd say exploring a system to have buff modifiers in conjunction of debuffs as well, to spice up the gameplay a little more.  Examples would be increase card rarity drops or start with a specific card or set of cards.
Yeah!! That'd be a really good idea actually. You could have bonuses and negatives, so it'd be a fresh mix. Good thinking.
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