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Destiny

Discuss all things Destiny.
Edited by AnonPig: 10/23/2014 10:04:15 PM
11

Third subclasses are a must

I like them love them gotta have em

198

I only like the hunter

11

I only like the titan

6

I only like the warlock

21

I hate the hunter

13

I hate the titan

8

I hate the warlock

8

So these need to happen I feel we can all agree on that but they need to happen right. Agree or disagree the classes are for the most part balanced, but with these additions it will be completely balanced. Rules to subclass-must be long-range close range and support, also must be void arc and solar. Now I'm sure you see what's missing. Hunter-support void titan-long range solar warlock-short range arc Hunter: Shadow Shifter (this is a void support subclass for Hunter the name is my interpretation based on how hunters are named) Grenade: 1:A void implosion grendade 2:A burst of smoke that blinds enemies in the smoke for a short period of time 3:circular proximity triggered grenade, so when someone steps into it's range it explodes upwards in the circle. A small chime will gp off and the closer to the center you are the more damage is done. Jump: 1: faster double jump +1 agility 2: greater double jump 3: blink Super: shade (I'm sorry I don't remember who proposed that name) -The super creates a mirror image of yourself that copies your movements, but when it's shot it disappears and can be positioned front left right or back by use of the dpad (dance and other actions are disabled for this to work) 1: shade doesn't disappear immediately(has a fake amount of health equal to quarter of yours) 2: blind player who destroyed the shade 3: cause void dps 7/sec for 3 seconds to player who destroyed shade Melee: unleash void damage in a melee strike 1: reach-increase distance void blade can be used from 6m to 9m 2: void steal-kills with void blade replenish health 3: blinding strike-enemies hit with void blade can't see I just want to justify the blinding affect, for enemies I feel they would either have the oh he went invisible reaction or if preferred wild spray for realism. Then there's just stats and passives which I would just end up making too OP so I'll leave those out Now onto what I'm extremely excited about, the titan. I don't play as one but my God the more I thought about this the more I loved it. You may be ready to become legend but are you ready to become a knight? Knight: solar long-range titan (I named it this because a knight is known to use a lance) Grenade: 1: a solar grenade that latches to anything casting out a burn dps at 7/sec for 3-5 seconds, I don't know what it should be yo not be OP (affects you again when the initial burn stops) 2: a massive radius (larger than any currently in-game) of solar damage burst out on impact (for PvP)-direct hits cause enough damage to kill radius flames are equal damage throughout but not enough to kill 3: solar spikes shoot out on insist Impact in all directions (in PvP)-direct hits kill and send spikes out in a sphere of all directions. Spikes don't fall back down. Super: Solar Lance -Super gives you the lances to throw dealing solar damage at enemies(sounds like golden gun I know but hear me out) these projectiles have velocity like rockets, but don't think they're slow either. 1: strong arm-increase velocity of thrown lances 2: by sacrificing a lance and gain ground quake when the lance strikes, either enemy or ground, it causes a radius of knock back for everyone around it disorienting them. 3: by sacrificing a lance gain light the way. This causes a stream of solar energy to follow the path of your thrown lance, enemies that pass through get a burn dps equal to the grenade previously. Melee: initial melee is a solar punch 1: cause a burn dps equal to half the grenade previously 2: lumbering fist-a slower but more powerful melee attack (maybe something like cocking the fist back first) 3: flame riot- activated like a hunters throwing knife, when there's enough distance you throw a flame that travels the ground in the thrown direction. And last but in no way least is the warlock subclass, arc master. Arc master: warlock close range (I choose that name because warlocks always have their element or something that represents their element in the name) Grenade: 1: an arc damage grenade that goes off much like a frag grenade would (maybe even make it cookable? Too CoDy?) 2:power surge-an impact grenade that immediately wipes out the shields of enemies 3: a proximity activated grenade that when triggered shoots lightning an various directions, can be planted anywhere has a timer like the proximity mine for hunters Jump: as I said these are really copy pasted so a collection of previously stated warlock jumps? (I do apologize if that seems lazy) Super: arc staff This super is a close range arc super. Summoning a staff to channel your magic through you swing out waves of arc energy. Each swing takes from the super energy otherwise left alone it will slowly deplete. Also, while jumping with this super activated you can hit *melee* to do a ground smash. 1: wide spread-wider swings allow for more of a window to kill 2: large current-hitting an enemy with the arc staff can chain a bolt of lightning to nearby enemies for additional damage 3: super charged- your recovery becomes super charged and will start to heal you in seconds (so shoot fast and take them out, don't let them get behind cover) Melee: deal arc damage to your enemies (this subclass animation will feature the staff for melee attacks) 1: over - melee attacks knock enemies back (does not work of majors our ultra) 2: [b]wave length-melee deals arc damage at an increased distance[/b] 3: arc chain-meleeing one enemy can chain to a nearby enemy, chained enemies must be within 3 meters and get 25% [b]less[/b] damage each time it chains can not chain back to someone who has been So please give me your feedback take the poll, I'm sorry if you are seeing this for a second time something went wrong, I'll make edits using bold text as necessary to improve upon the classes

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