Dauntless Dev Tracker

(2020) PvEvP Mode Suggestion

This thread was added on May 24, 2020, with posts from jordanpowpow.

Original Post

Apologies in advance if this has been suggested before, but I would like to see the implementation of a PvEvP mode with the following structure:

Two teams of four slayers enter a large arena (new island potentially?) which is separated in two by an impassable forcefield. Essentially both teams can see each other; however, they cannot interact in a traditional PvP sense.

The two teams have to dispatch waves of behemoths in the quickest time possible in order to gain points which can be used to purchase ‘modifiers’ or behemoths (explained below).

Teams also lose a set number of points when members die and can incur time penalties if the entire time wipes. Points can be used to purchase a respawn consumable/potion selection at the end of each wave; however, it would be advisable to save points for modifiers or behemoth spawns.

For each ‘round’ the team that finishes their wave first can apply a purchased negative modifier to the opposing team in order to slow their progress. Think ‘Trials’ like modifiers to increase the difficulty of the next behemoth wave such as behemoth attacks causing burn or shock effects. An effective team may choose to hoard their points in order to buy higher tier modifiers such as spawning an additional behemoth or causing a legendary behemoth (blaze - torg, shock - malk, umbral- ???) to spawn at a later wave.

Whichever team completes wave 10 first is crowned the victor and is able to access a new selection of items and cosmetics from a new NPC (or from a new tab in Lady Luck’s store).

I took inspiration for this idea from Destiny 2’s gambit mode, minus the actual PvP combat as It would be unrealistic and incredibly time consuming for PHX to implement PvP balancing in Dauntless.

What do you guys think?

Cheers,

DET

:)