DAMP Game Modes I would like to see added via DLC:
Siege (Offensive)

This game mode will be focused on the players working together to assault and capture an enemy stronghold. This variant of the siege mode will be structured similar to a Flashpoint as seen in SWTOR or a Raid in other titles; such as the Vault of Glass in Bungie's Destiny. Players will have to co-ordinate with each other to breach the layers of the keep; each one guarded by an elite boss; culminating in a battle with the 'Keep Commander'.
Proceeding to each 'section' of the enemy castle will require the players to do various tasks, above and beyond simply killing all the foes in a particular area. Objectives ranging from utilizing catapults and trebuchets to bring down the castle gates, to holding three points in order to defend NPC mages as they remove a ward, will be a few examples of the tasks required of the team.
Siege (Defensive)

This variant of the siege game mode will focus on the players defending a stronghold of the Inquisition from an encroaching enemy army. The structure of the gameplay will be based around the 'Horde 2.0' from Gears of War 3, in that players will be able to set up, repair, and upgrade defenses around the keep in-between waves of enemies.
Common upgrades will be available for all classes, but their will be particular elements that are specific for each class.
For example:
- Rogues will have access to secret passageways or teleportation pads that will make traversing the keep easier, allowing the team to react to enemy attacks quicker.
- Mages will gain defensive wards that can strengthen the walls of the fortress, or spells that can add elemental effects to the current defensive emplacements.
- Warriors will gain the ability to lock off specific areas so that smaller, more manageable groups of foes can be dealt with.
Players will encounter boss characters every few waves presenting an optional objective, killing them will net the players bonus rewards; however, teams must be aware that focusing on the boss will give the lower level mobs opportunity to destroy the keep's defenses. Once the stronghold's inner sanctum is breached, the game will end, so players must be able to juggle attacking enemies vs maintaining the defenses.
The Great Hunt

As the name implies, the objective of this game mode is to hunt down and kill a large boss creature (most likely a dragon) that has been threatening some of the Inquisition's holdings.
This mode differs from the standard DAMP dungeon run in that the map would be one large, open area; as opposed to the self contained rooms of the standard MP. Unlike the vanilla MP, there will be no shortcuts or treasure rooms in this game type; players can still obtain items doing the hunt, but only by killing the assigned target or by killing optional min-bosses that roam the map. To make up for a lack of treasure rooms, and for the game mode's inherent difficulty, players will have higher chances at receiving rare items for killing the optional targets, with the main creature dropping a guaranteed rare or ultra rare item.
Players will start the match at one end of the area, with the end goal of the hunt being on the other side. The key to this mode would be in managing the team's resources effectively as there will be roaming packs of enemies between the team and their target. Sneaking past the mobs will let the group advance on the creature they are hunting unhindered, but the team will lose out on any bonus items from the mini-bosses leading the enemy patrols.
The target of the hunt will be a massive boss creature; like a dragon; or a group of super-elite boss characters; such as a clan of giants; that the team must work together to bring down. Just like in SP, these fights will be long and difficult with the target being capable of destroying cover, and having access to several one-hit kill moves. Careful positioning and timing will be the team's best chance at defeating their foe; communication will be crucial when the boss inevitably downs a teammate; and a more diverse party will fare better than a group of four Reavers (for example).
Prison Break

The point of this game mode is to extract the agents of the Inquisition who have been captured by enemy forces. The prisoner(s) possess valuable information on enemy troop movements, battle tactics and long term goals. They must be rescued. Much like The Great Hunt idea I posted earlier, this game type is very punishing and unforgiving; constant communication, and teamwork is a must. Unlike the standard MP matches, where the team is working together in order to cross a dungeon, Prison Break separates the players into two groups the prisoner(s) and the rescue party.
The two teams will be split evenly by default, but the players can decide to alter the amount of people per team to have 3 rescue party members and one prisoner, or even switch it up and have 1 rescue party member (pulling a Rambo into enemy territory) and 3 prisoners. Obviously, giving one team a larger pool of players will make the opposite team's tasks harder to achieve, but there are extra rewards for those players that can pull off the extraction.
The rescue party will start on the outside of an enemy stronghold and must fight their way across the map to extract the prisoner(s). This team will proceed through the enemy castle, clearing each room of enemies; much like standard MP matches. The major difference here is that the rescue party is trying to make as much noise and attract as much attention as possible, as the more enemies that they can draw to themselves the easier it will be for the prisoner(s).
Giving the rescue party more members will allow this team to better combat the enemy defenders, but players must be aware that all of the prisoner team's objectives will be relying on one person. Alternatively, giving the rescue party only one member will mean that the prisoner team must contend with a larger force of enemy combatants. As a reward for the sole attacker's bravery; or stupidity, depending on how one looks at it; the prison garrison commander (second in command to the Prison Warden) will challenge the player. This one on one battle is only available when a 1 to 3 ration is chosen, and should the player succeed they will earn a guaranteed rare item for the whole team, and a special banner or cosmetic item for themselves.
The prisoner(s) will start in the lower dungeons of the fortress, having just escaped from confinement, and re-aquired personal belongings. The enemy interrogators were not gentle; the player(s) on this team will start the match with only 25% - 50% life remaining (depending on team distribution). The name of the game with the prisoner(s) is stealth, lower life means that prolonged, open engagements are incredibly dangerous. And while any party member dying is a major setback, it is even more dire for the prisoner team; should they fall before the two teams can regroup it will result in a mission failure.
Having only one prisoner will leave the team's success standing on a knife's edge, but because of the greater threat posed by the rescue team certain areas of the fortress will be left unsecured, giving the lone prisoner an optional objective. Should the player succeed in gaining access to these areas; places such as the armory, the treasure vault, or the enemy's war room; and make it to extraction the whole party with receive a guaranteed rare item, and the prisoner player will earn a special banner or cosmetic item. If the prisoner team has access to 3 party members, the danger of getting to the rescue team will be lessened, but because of the solitary member of the rescue party, the enemy will have secured the vital areas of the keep, closing out any optional objectives for the prisoner team.
Even though the two teams will start out separate from each other, there will be instances where their paths will intersect; areas where the teams can provide aid to one another despite being unable to regroup at that particular spot. Much like the vent portion of the suicide mission from Mass Effect 2, there will be parts of the map where the two groups will have interaction, as well as serving as a type of checkpoint. If the team makes it to an 'intersection' they will receive a portion of the end mission rewards; thereby ensuring that the teams will receive something for their efforts should they fail to extract.
Different intersections will offer different interactions for the teams. One area could be a barred balcony or elevated walkway overlooking a room the rescue party is passing through, giving the prisoner team the chance to fire down on enemy troops engaging the rescue team. Another intersection could be an area where the rescue party has to operate a series of winches or pulleys in order to close off enemy reinforcements from spilling into the prisoner's side of the map. Etc.
Once the two teams have navigated the enemy stronghold they will both arrive at the 'extraction zone', it is here that the party will join forces and prepare to push through the last obstacle to their freedom; the Prison Warden. This elite boss will function just like the boss of the standard MP matches, and the two teams must work together to bring down this particular foe in order to complete the match. The battle will be tough, as enemies will continually spawn in to aid the Warden, so the team must carefully measure their attacks, alternating between focusing on the boss and defeating the guards. Defeat the Warden and victory is yours; along with a bunch of shiny (and rare) loot.





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