Training gauntlet for players.

Training gauntlet for players.

in PvP

Posted by: Shadelang.3012

Shadelang.3012

As the title suggests I thought it would be a good idea to a place in HoTM using golems to simulate certain attack types in order to teach people how to counter them without requiring them to enter a match. It will also be an interesting thing to run through when waiting for a que.

My idea is that we have an obstacle course like structure with a long winding track where your subjected to multiple attack types in multiple situations. And you have to use whats available to your class to survive to the end. It will also work to help simulate some of what other classes are capable of that can help you.

(Lane One) CC. Have an area with layered earth walls that go up in sequence as well as simulated hammer warriors that regularly use their telegraphed stun skills. Youl have to navigate through the earth walls while dodging or baiting CCs from stationary mobs in order to make it to the other side.

(Lane Two) Pressure. This lane will be a bit larger than the first. There will still be earth walls but they will be much further spread out. There will also be friendly guardian npcs that maintain walls of reflection. The idea is to have ranged enemy npcs target the player as they are attempting to navigate with skills such as fireballs. Rapid fires. Wells. And meteor showers. With wells and meteor showers being used to encourage players to move from one wall of reflection to the next. Never staying long enough to take too much damage. But using the walls to by time to heal and recover inbetween runs.

(Lane 3) Chasers. As the name suggests this area will feature mobile mobs contained to this specific arena. Players must navigate the course while. Dodging/Teleporting Past/Crowd controlling/ and generally surviving incoming mobs. Id recommend the mobs be bone minions that explode on contact. Something thats very obvious that you got hit by. But wont spell instant death.

(Lane 4) Gauntlet. This line will contain all of the above except in more moderation. The overall threat level should be the same. However the player will have to keep track of multiple different threat types to make it to the end.

My Goal for this is pretty simple. Have a method of exposing a player and build to multiple threat types with a simple goal. (reach the end). My theory is that this would allow players to identify exactly where they are weak at. Or what weaknesses their build has. Does their build take to long to recover between runs in the pressure lane? Do they a hard time escaping in the chaser lane. Is it unable to adapt to changing circumstances in the guantlet lane. Is it very weak to focused cc in the CC lane.

The idea is a static in game testing ground where a player can run through the same system multiple times. Making small changes and actually see a noticeable improvement. Not only does this allow themselves to identify personnel flaws without being forced to ask “Is there a unique circumstance that caused this to happen” it will also allow them to recognize what they did right. And even practice duplicating that situation.

Running this as a group is also possible. Enabling you to set your team up and make certain you have your bases covered. Is having your guardian be your only source of stab going to be enough? Can the shoutbow maintain the groups health and mobility. Can the thief roll stealth while under fire from multiple directions. My hope is that this will enable players both new and old to develop experience against specific circumstances in an environment stable enough to actually matter.

Thoughts and ideas?

Edit: Fixed some grammar issues (I havnt gotten them all obviously)

Ghost Yak

(edited by Shadelang.3012)