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Edited by GhilKlinWar: 10/26/2014 4:39:58 PM
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Race and Classes Expanded (Grimoire Cards, Racial & Class bonuses, Specialties, 3rd subclass)

This took me some time to come up with a way to bring the notes I had on the subject and figure out how to make it possible without having to restructure or rewrite the current races and classes as we were given them, and without requiring Bungie to invest hours of R&D into a technology or program that was not already built into the game. What I will be presenting does not use anything that is not already in the game, it just uses some of it in a new way so anything you read should be entirely feasible given what I can reverse engineer and reapply under a new or different aspect. First let me explain what is trying to be accomplished here and why. There are three races and three classes (and eventually 3 subclasses), however the selection of the first is purely cosmetic and has no in-game attribute or effect, the second - classes - has in game properties, but these properties are the same for everyone regardless of choices made in creation, and in effect are only effect branches over two power sets which barely represent the Class as a whole. The third, the subclasses provide the class with some degree of flexibility, but does not seem to truly fulfill what could be possible. Finally, we have the Grimoire cards - those unconnected (in-game) items that provide our guardians with small effects or awards as we level them up - keep them in mind as I am about to give them the key to making all of this happen without any major changes int the game itself. In this proposal your choice of race, and then your choice of class will truly define you. There will be at first a small attribute or bonus related to these two aspects, that as you gain ranks in your Grimoire card for that combination, awards you with bigger and more exciting rewards. If you look at your current cards you will see that as you level some of them up (particularly locations, enemy and activity cards) they are awarding you in some way in the game. This is the built in function that we will be using to make the following happen, without changing what has already been set up in our current race/class situations. [b] New Grimoire Cards: Class by Race specialty[/b] To start this off I am simply going to give an example of one card. This card is the Warlock card for the Human race. Like the other cards it has 3 ranks, like the other cards it is leveled up by the number of kills you acquire. In this card (and the others of this type) you will gain a benefit at each rank. The exact numbers I am going to state are totally arbitrary and should not be taken as anything other than an example of how this is set up, the same applies to the attributes or benefits. Here is what this one might look like: [b] Human Warlocks[/b] "The humans hunger for the light and among them some have been able to manifest its powers and use it to destroy those that would bring darkness to the worlds. These rare individuals wield the light with a raw passion and inner fire that engulfs their enemies and restores them even from their own ashes." Rank 1: (250 kills) +10 intellect (voidwalker - the human's focal subclass); +5discipline (Sunsinger ), +5 strength (New subclass) Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass) Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass) Next the Exo card for the same Class [b]Exo Warlock[/b] "The manifestation of magic within the cold steel frame of the Exo has caused many of those so gifted to become outcasts of their race, an anomaly that is held with suspicion and in some cases, contempt. However, these rare units have learned to harness the light's energy and use it to empower their circuitry to effects that are not seen in most other Exos" Rank 1: (250 kills) +5 intellect (voidwalker); +5 discipline (Sunsinger), +10 strength (New subclass - the exo's focal subclass) Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass) Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass) Finally, the Awoken as a Warlock [b]Awoken Warlock[/b] "The awoken were among the first to learn to use the power of the light, and have not only harnessed its gift, but learned to attune to it at a level unreachable by the other races. The changes that occurred while they were in black space seems to have granted them the easiest access to the Traveler's mystic gifts" Awoken Warlock Rank 1: (250 kills) +5 intellect (voidwalker); +10 discipline (Sunsinger - the awoken's focal subclass), +5 strength (New subclass) Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass) Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass) As you can see in this example each choice of race alters slightly the benefit of the class. This would repeat across all three classes, with each of the three subclasses having one race that stands out over the other two. This brings in a differential by race/class combinations that will make the player want to be one over another, or to specialize in a particular subclass if that race gains a benefit that the player is attracted to. It also varies up the predictability of class, depending on which race you are or are facing. Of course I could go on and show you each race and each class, but I think this is enough to get the idea across. Ideally I would like to see each race thought through so that the connections are viable and make the most sense, which should not be difficult and I think many of the players could offer up ideas and reasons behind many of them already. The objective is to use the existing tools and create a more versatile and varied list of guardians, as well as some real meaning behind the choices we make in our character creation. Edit: Clarification on subclass ability bonuses thanks to - [i]hagintora[/i] [b]Here is more from GKW's Expanded Series[/b] [url=http://www.bungie.net/en/Forum/Post/72178812/0/0/1][b]Factions Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/74023598/0/0][b]Ghosts Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/74947949][b]Clans Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/75151288/0/0][b]Activities Expanded[/b][/url]

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  • Edited by GhilKlinWar: 10/17/2014 1:25:55 AM
    [quote]What would you do for the titans?[/quote] I think that there really is not enough difference between the three classes even though this appears to have been the intention. We see three classes that imply a specific role, and a rather familiar one at that; Titan (fighter), Hunter (thief/ranger), Warlock (sorcerer) and yet other than (once you really look at it) only a couple of powers that really emphasizes these base roles. You can see where they wanted to make them defined, but the roles are not as supported as they could be, nor are they as defined as the potential and implied degree warrants - at least not yet. Of course it is in the text, and there is the baseline differences; titan/armor, Hunter/Agility, Warlock/recovery - but not much beyond that and some variations of some very similar abilities. Of course this can only be altered by introducing the third subclass with an ability set that truly focuses on class separation and identity. For instance, a third subclass for the Titan that opens up the use of a melee weapon, a hunter that has a variety of grenades (smoke, shield-breaking, movement hampering, etc.), and warlock with stuff like energy altering (switching a target's shield to another energy), or Buff/Debuff powers. The point here is that the third subclass needs to focus on the role in a way that truly sets them apart. Make the titan the class that should charge in and become the anvil of the encounter drawing foes to his location, the hunter the sneaky - tricks up his sleeve, watch your back class that you are never sure what he may do or where he may be, and the warlock the support and recovery class that pulls your arse out of the fire when things get too thick. This will make the classes worthy of the titles they infer and draw players to want to be, or be with each of them. So in this I think that the third subclass should include something along the lines of; melee weapon for titan, multiple types of grenade/ammo varieties for hunter, buff/debuff powers for the warlock. Sorry i digress - in answer to your question here is how they would look. Again I will note that The exact numbers I am going to state are totally arbitrary and should not be taken as anything other than an example of how this is set up, the same applies to the attributes or benefits. Here is what this one might look like: [b]Human Titans[/b] "Bloodlust, rage, aggression, domination - these are the traits the human DNA contains that makes them among the most fearful of the titans, they never give up, they fight harder and more furious the closer they get to death - they are the backbone of the battlefield, bending but never breaking" Rank 1: (250 kills) Armor +10 Rank 2: (500 kills) Kill streak +5 increases weapon damage Rank 3: (1000 kills) Increased supercharge refill when below 25% health Next the Exo card for the same Class [b]Exo Titan[/b] "Only the Exo has the ability to reprogram itself and integrate the weapons it uses, as such there is no other race with such an intimate connection to their tools, making them faster, deadlier and better suited to the battlefield, as much a machine of war as the weapons they wield." Rank 1: (250 kills) Armor +20 Rank 2: (500 kills) Counterbalance Rank 3: (1000 kills) Quick Draw Finally, the Awoken as a Titan [b]Awoken Titan[/b] "The awoken are the reluctant warrior this is true, but this does not mean that they have not honed their fighting skills to the Nth degree. The Awoken treat the art of war as an art, a philosophy, a life mission; as such they achieve a level of patient and skillful approach to the task that the battle ragers and machines of war cannot achieve." Rank 1: (250 kills) Armor +5/Agility +5 Rank 2: (500 kills) Private Eye Rank 3: (1000 kills) Unflinching What should be apparent here is that each race approaches the titan role from a different perspective and their rank bonuses reflect this. This makes each one stand out in its own way and gives the player the incentive to choose the style of that role that best fits they way they want to play. I also dropped in a multi-stat bonus on the last one to show that this race benefits slightly different than the other two, just to remove the possible misinterpretation of a single stat bonus as that was all that I had shown before. I hope this answers your question and helps to broaden the understanding of what this change/inclusion might bring to the game.

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