Board Thread:General Discussion/@comment-50.9.230.229-20130927002812/@comment-166.48.178.106-20130928021516

I think he means new type of event, like SG, EG, Conquest and Tower.

I would personally like to see something similar to old school Dungeon Crawler - you select one of your Daemon as a partner, and you would explore. You will be allowed to bring 5 Daemons, which you may change readily while within the dungeon. However, you cannot change your daemon other than the five that you brought, and while you can choose to exit the dungeon at any time, this will reset your progress. To combat this, there will be "save" points all across the floors, where you will be allowed to leave the dungeon without a penalty, switch your parties, heal up, etc. I should mention that while exploring the dungeon, your HP/AS/DS will NOT recover (unless you use Remedy/SW/DN, or are in "save" points).

The selected Daemon will possess its original stats - ATK/DEF, and HP stat (calculated the same way in CQ). Exploring the dungeon will cost 1 HP (with set increments) with chances of finding useful items (partial map of that floor, "tent" for temporary saves, healing items specific to dungeon, silvers, etc...) as well as random enemies.

Encounters with enemy ghosts will always be 1 on 1, with type advantage in effect. The battle system will be similar to Conquest, except the players will have bit more options with their Daemons. I am thinking the following:


 * Attack - Standard Command. Random chance to "proc" - deal double damage.
 * Defend - Standard Command. Halves the damage taken, nullify type advantages. Random chance to "proc" - receives no damage.
 * Ability - Dependent on Daemon's own skill. Increases Attack, Defense or both by the specified %. Abilities relating to silver will take effects just as usual. Restricted to current battle only.
 * Charge - Doubles the effectiveness of next attack or allows counterattack if next action is defend (deals same dmg as regular, should enemy Daemon attacks you). Action that directly follow Charge cannot proc.
 * Switch - Switch to one of four other Daemons which you've brought.
 * Items - Things like restoration/buff potions, as well as items that'll enable escapes, offensive items, etc...
 * Run - Runs away from the battle.

Regardless of the result, spirit cost of the daemons that fought will be deducted from your AS and DS (losing the battle would cost double). Daemons that are defeated (HP reached 0) will be revived with 1 HP if victorious. If you are defeated in the battle, you will be teleported to either outside of the dungeon, or the last "save point" you were at. If you are victorious/managed to flee, there will always be "loots" - consumables and silvers - and chance to obtain the defeated Daemon. The % acquisition will be reasonable.

Each floor would also have its own boss. The battle would not be escapable, but there will always be a save point near it. Unlike GGs, these would prove to be a challenge, with higher level bosses requiring more than just event-specific items/consummables. In general, Bosses will have higher chance to proc, with higher stats. It will also "enrage" once it arrives at certain %, increasing its attack and decreasing its defense. Once the boss is defeated, like GG, it will become player's card. But there's a twist - if a player is not strong enough (or just plain lazy), s/he can choose to use cabal chain to capture the boss. The amount of chains needed would be dependent on boss's current HP and its level.

As a bonus, at the end of the dungeon, players who defeated the last boss will have a very small chance to find a "Rare Daemon". The caliber of this Daemon will be even above that of top Boss Daemon and the amount of these daemons available will be limited.

Cash Players will have the option to draw Event Daemons from 6p + mags (increase attack/defense/hp by set %), as well as buy event specific items that lasts only during that specific dungeon event. These items would be far more efficient/beneficial than the items found via exploring/buying using silvers. Some example of passive items and consumables would be:
 * Increase your attack by 50%, 100%, 150% or 200% for one battle (Consumable)
 * Decrease/Increase your chance of encountering random Daemons (Passive)
 * Map of the entire dungeon (Passive)
 * Cabal Chain 2.0 - Guarantees capture of non-Boss daemons at the start of the battle (Consumable)
 * Allows recovery of AS/DS/HP while exploring (Passive)

That's the general gist of it. Wow, I really went off with this - It basically combines every aspect of AGG into one, with RPG/Dungeon crawler elements thrown into it. It also makes the self-only boosters actually useful, and give incentives to keep weaker yet efficient daemons to players. Right now, we have whales strutting around with 10 bell summon daemons, making the game kind of stale.

Having said that, an event this complex would take ages for a mere smartphone company to introduce, let alone repeat it multiple times. Actually, something like this could probably be standalone game by itself. Still, one can dream, right?