No storyline when you get to Twine Peaks? I have ourselves a solution.
Instead of a questline for Twine Peaks like what we got with Stonewood – Canny, let's cut all of the repetitive fetch quests that take 2-3 missions and instead we go in a new direction with how these quests work… and to introduce StWs very own exotic weapons. It is believed that exotic weapons are actually a lower rarity than mythic, but higher rarity than all those before it such as legendary… so it wouldn't hurt to have these weapons obtainable before the MSK. These weapons are designed to take advantage of the most powerful hero loadouts in the game and their set of abilities, such as a farming loadout or a crackshot 'infinite firing' loadout.
To unlock these weapons, you must complete unique challenges that only unlock once you've completed SSD 1-6 of every zone before, and the first SSD for Twine Peaks. These unique challenges are designed to be challenging for new players to Twine Peaks, but are not as long or difficult as the 'super challenges' you get such as saving 10,000 survivours or placing 500,000 structures.
These challenges can consist of quests such as 'Crowd Clearance – Level 1' where you must eliminate a total of 5 enemies at once with a weapon or ability, or 'Trapping Terror – Level 4' where you must eliminate a Mist Monster with a single trap in under 3 seconds, or 'Stayin' Alive – Level 2' where you must remain above 50% health for the whole duration of a mission. These challenges are testing your ability to play as an effective teammate in missions and it is to get you ready for endgame missions such as 160s or the MSK… the drive to completing these challenges however is up to the decision of rewarding players with the newly introduced 'exotic weapons'
These are exotic weapons unique to Fortnite StW and they are designed to work with certain hero loadouts for insane playstyles and effects, such as a Xenon Bow loadout or Ice King loadout. A good example can be a glowing cyan/purple pistol that fires bullets as strong as 1/2 of the obliterator, and its special ability is to instantly reset a traps cooldown when they're shot with this weapon… this means the trap will instantly fire again, but will still use 1 of its durability and this can only work on the same trap 30 times before it has no effect. This example of an exotic weapon shows you how unique it is compared to base and event weapons, and they're adjusted to be very powerful so the reward feels worthwhile and it makes playing endgame much more fun. The abilities of these weapons are also designed to make certain elements of the games more challenging aspects such as minibosses deleting your base or flingers overloading your anti-air traps not so rough and annoying to deal with… so with the pistol I mentioned earlier, you can use it to reset the cooldown of anti-air traps and they'll take care of flying husks easier if there's too many of them for you to leave alone for the flinger.
Thoughts?
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