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Edited by ConfidentLaptop: 9/20/2015 10:44:29 PM
2

Idea #5: Class Ideas

This will eventually be a long one. Paladin: Can either provide heavy team buffs, healing, or will use drain life abilities and enemy debuffs. Knight: Has no grenades, however, the knight has two melee abilities. Sword arts regen 50% slower than grenades would, and does not use a sword for melees unless charged. Zephyr: Two grenade abilities. One debuffs, the other damages. Cannot melee at all. Field Cryptarch: Non-Elemental, but perks revolve around increasing loot in the fireteam. Like for the other classes, the each will have subclasses. Paladin's List Soul Thief (Void) Grenade: Suppressor, Scatter, or Fang (Sticks and deals DoT, while gaining 25% of the damage done back as health) Melee: Hits will instantly start health regen, + either buff melee regen time greatly, maximize reload speed, or deal damage over time. Super (Vamp): Gives two overshields to the user. Kills with anything will regenerate all of their health and one of their overshields. Dealing damage will put a health drain effect to an enemy, similar to Fang. Perks can add either instant melee charged and increased drain effect duration, greatly increased agility and jump height, or shield-piercing (damage hits health directly and does not affect shields) Jump: Lift Destroyer (Solar) Grenade: Incendiary Grenade, Firebolt, Penetrator (Enemies stuck with these grenades take double damage) Melee: Decreases defense by 50% + either ignites, prevents health regen, or also lowers weapon damage by 25% Super (Buster): Puts an 8m diameter area of effect circle on the ground. Anything inside this circle takes damage slowly, has decreased defense, and is suppressed. If teammates stand in the circle, they either gain increased armor, recovery, and agility, bonus weapon damage, or an overshield Jump: Lift Support (Arc) Grenade: Pulse, Regen Field (Heals teammates inside the circle slowly for 8 seconds), Buffer (Sticks to a teammate and provides a regenerative overshield to them.) Melee: Hitting a teammate with it will heal them half their health, + either give them a slow HP regeneration, buff their movement speed, or spawn an orb for them. Super (Rally Call): Players standing near the user will have a constant health regeneration, along with the ability to generate orbs with kills without using their super. The user will have triple defense and the regen. Perks can be used to either add an overshield to everyone, bonus damage to the user, or sped up grenade regen for everyone around. Jump: Lift Knight's List Trailblazer (Solar) Sword Art: Cyclone (Circular slash), Rushdown (Short Dash forward that deals double damage if melee is charged too), Triblade (Slash three times in front, but a melee charge is required, and Armor is decreased if selected) Melee: A quick slash with a short sword. The blade can either ignite, decrease armor, or speed up sword art regen time on hit. Super (Zantetsunken): Has three charges that each can be charged with three orbs. The first charge will allow the player to dash about 6 meters forward, dealing high damage to everything in front. For each charge used and each half-second the buttons are held down, this increases by 110%. Perks can be used to either add an extra charge (still costs extra orbs), increase its width AND the player's agility, or speed up use time. Jump: Blink, Farther Blink, Blink+ (One extra charge), Power Blink (Deals light damage to anything in the way) Shredder (Arc) Sword Art: Puncture (Breaks shields instantly, but does very low damage), Blink Dash (Throw sword for weak damage. If it hits someone, teleport to them. Requires melee charge too.), Cross Blade (Wide slash followed by a downwards one. High damage, but slow) Melee: Forward stab with a long sword. Perks can allow it to either reach farther, deal more damage to resistant shields AND increased Armor, or has a chance to instantly start health regen. Super (Jumping Blade): Throw three swords that bounce from enemy to enemy for 8 seconds. Swords will explode after either the eight seconds, or when they cant bounce anymore. Perks allow the blade to home in easier AND increase the recovery stat, increased sword speed, or decreased super duration and increased explosion damage. Jump: Blink Shadowmolder (Void) Sword Art: Cyclone, Helmsplit (Jump and swing straight down. If done from a high altitude, creates a very small blast radius and deals more damage), Quickblade (Very fast stab with decent reach.) Melee: Although not consumed by meleeing, it will be by sword arts. If charged, a shadow will quickly mimic the sword art used, effectively doubling damage. Perks can be used to either add an extra charge (both are consumed at the same time), increased shadow damage and speed, or add consumability to normal melees. Super (Puppeteer): Everything done by the user will be done by three shadows shortly after each other. This can last 14 seconds. The player gains an overshield during this. Perks can either add an extra shadow and change their formations to follow you by your sides, increase duration by killing things AND increase Agility, or heal full health whenever ANY shadow kills anything. Zephyr's List Starshatter (Solar) Debuff Grenade: Wide blast radius, low damage. If the affected target(s) die within 7 seconds from anything, they will explode and create a Solar Flare. Perks can add flashbang, ignition, or decreased defense debuffs, and can also prevent health regeneration with a separate perk. Grenades: Firebolt, Incendiary, Solar Flare Super (Atomic Firework): Shoot a large projectile into the air. After a few seconds, it explodes, raining debuff greandes in a large radius. Perks can be used to either increase grenade count and add normal equipped grenades to the mix, angle the missile sideways, or increase the radius (along with agility and armor) Jump: Glide Silent Thunder (Arc) Debuff Grenade (Arc Dart): Throws a small bolt straight that moves very quick. Deals no damage on impact, but duplicates and jumps if another enemy is near. Enemies are not notified when hit by a dart. Can be on 12 enemies at the same time. Once the player is satisfied with enemies stuck by the dart, he or she will hit the button again, activating multiple status effects, such as flashbang, shield breaker, or speed-down and suppression. The dart cannot start to regenerate until they are activated. Darts can be thrown while invisible Grenade: Pulse, Flux, Storm Super (Crack the Sky): Only charges from Arc-Darting 20 enemies in total, or from grabbing orbs. Using the Super will instantly strike anyone who is stuck with a dart with a lightning bolt. Anyone who still survives will then be hit with the debuffs of the dart. With certain perks, the bolts could gain a shockwave effect, Crack the Sky could recharge with 4 less enemies affected by arc darts, or Crack the Sky bolts shoot out homing, short ranged darts that link more people who view the lightning bolts. Jump: Glide or Blink Special: Can go invisible while crouched and not moving. Invisibility wont turn off on its own, unless the player stands or moves. Mass Scholar (Void) Debuff Grenade: Sticks to an enemy and starts tethering pulling others close to it. After three seconds, explodes for good damage and suppresses. Can also either become a Vortex after the explosion, Limit enemies (Limiting an enemy prevents them from using secondary fire, like a knight's shield or a goblin's grenade launcher. Can also prevent the use of a player's special and heavy weapons), or confuse them (Random directional inputs for a short time). Grenade: Scatter, Spike, Axiom Bolt Super (Antimatter): Creates a pitch black bubble, pulling enemies in and preventing them from leaving. After 10 seconds, the bubble will explode, launching bodies, dropped weapons, and shrapnel as powerful projectiles. Perks can increase the radius, increase the time the bubble stays up, or increase the damage of the projectiles. Jump: Glide Field Cryptarch (Colorless) Grenade: Incendiary, Scatter, Flux Melee (Midas Touch): Killing an enemy with Midas Touch increases glimmer dropped by him for the entire team. Perks can also either increase engram drop chance for all, consumable drop chance, or guaranteed upgrade material drop. Super (Greed): All players in the fire team gain a bonus to damage, agility, armor, recovery, and reload speed for 15 seconds. During this, engram drops are doubled, consumable drops are doubled, and legendaries have a chance to re-roll into exotics. If anyone gets a kill, time is added back (with diminishing returns). Perks can allow (only) the user to either have instant melee recharge during super, a chance at dropping engrams upon casting, or infinite ammo during the super. Special Perks: (Pick 1 of 3) -Tactical Retreat: Can go invisible from either taking too much damage, or by crouching. Surviving near-death has a very small chance to drop an engram -Master Decrypter: All engrams and sellables (house banners, ect.) automatically decrypt and/or convert to glimmer for the entire team. Increased drop chance. -Praised Medic: Faster revives on team mates. Reviving a team mate gives glimmer and has a chance to drop blue engrams (Once per 45 seconds) (Pick 1 of 3) -Engram Salvage: Picking up engrams regenerates grenade energy. Increased drop chance. -Material Salvage: Picking up any material provides ammo and reloads all guns. Picking up engrams may drop material. Increased material amount. -Long Lasting: Consumables last 30% longer. Slightly increased recovery and armor while not using one, but massively increased when any consumable is active. Jump: Double Jump, Triple Jump, Controlled Jump, Lift

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