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Edited by MysticMiniGn: 12/12/2016 10:25:48 PM
1

Incoming Massive Subclass Ideas Post, Guardian!

So, I've just written 15 subclass ideas (with all the trimmings!) based on four new elements plus the Kinetic element. I've put a lot of work into these, so it's going to be a few posts before you've seen them all. This is my first post and I'm not sure where it should go. Mods that be, help a brother out? I can start with the Warlock, make another post for Titans, and so on for the Hunters. Go ahead and have at me. I want feedback and criticism and discussion. EDIT- I should probably mention I tried this on Reddit before under my old name BerserkRogue13. I've changed by Xbox name now, so Level70PandaMan is my new name here as well. Just in case anyone happens upon that decidedly unsuccessful post. I'll start with Warlock, and post the Titan and Hunter classes as separate replies to this post if I get feedback. Anyways, here's the Warlock classes to start , preceded by new Damage types to make room for the classes. Damage Types Cold;Grey: Causes greater regeneration time for healing. Plague;Red:Can spread between targets. Poisoning effect. Energy;Yellow:Precision fire deals damage directly through shields(however shields must still be broken). Bio;Green:Lingers and causes DOT. The assigned element of Hive weapons,ie Thorn would become a BIO weapon. New Classes WARLOCK Frostcaster (COLD) "What better shelter than to become one with the Cold?" -Winter's Reach:Send icy tendrils of frigid air at your enemies to drain their energy and reduce them to snowy particles. 1st Person Tendrils come from raised left hand and move faster at the expense of super energy with rapid taps of the trigger. After grabbing enemies they weaken them until slamming them into the ground. This is a good team tactic if allies weaken enemies to be taken down. Modifiers: -Massacre: Tendril speed is greatly increased and tendrils go for a maximum of five on screen enemies but this uses up the whole super. -Gale:During your super, you emit icy gales which push targets away at the expense of shorter range. -Veer: Holding down the trigger before releasing allows you to select two targets to chase with frost energy. -Catapult -Exhaust Grenade: Releases a cloud of frigid gas, draining energy and vigor from your enemies. -Disable Grenade: Expells a burst of coldlight that briefly immobilizes enemies. -Gust Grenade:Throw a grenade which releases a cutting gale, pushing enemies away and into the air. -Coldsnap: Snap your fingers to create an icy dagger. Release to carry it on a strong wind. Modifiers -Biting Wind:Daggers that hit release icicles which skip off of surfaces.Multiple hits will initate Six More. -Silent Knife: Extra sharp daggers bury into surfaces and wait for unsuspecting targets before launching again. Daggers drain a small amount of energy and initiate Cold Comfort if it is active. -Icicle: Daggers are longer and penetrate enemies. Multiple penetrations grant the Six More effect. Six More: Magazines increase for a short time. Cold Comfort: Energy drained by your effects is granted to your allies. Gelid:Recovery is greatly increased in relation to ability damage dealt. Let it Slide: Your slide distance is greatly increased and your accuracy is not affected. Chargelord (ENERGY) "Master the charge between molecules-and fill the space between with Darkness' blood" Overcharge:Release a large ball of pure energy to launch towards your enemies, then watch it expand and turn them to nothing. Third Person Tap the shoulders as fast as possible to generate an energy ball, then hurl it at your foes.The ball will travel a straight line around any surface until hitting an enemy.It will explode many times, growing larger. The more you tapped, the more the ball will explode and the bigger it will get. Modifiers -Singularity: The ball expands only once, reaching its greatest size immediately but lasting much less time. -Fissure:The ball leaves a simmering trail of hot ions behind it, but no longer expands. -Inversion:The ball begins at full size, shrinking down but leaving a wave of energy in the immediate area. -Blink -Burst Grenade: A grenade that becomes a growing ball of energy. -Web Grenade:A grenade that releases a fan of five lasers. Great for blocking entry. -Delay Grenade: A grenade that sits for a moment before releasing a powerful shockwave in all directions. -Energy Palm: Release a mid-range wave of energy from your palm. Modifiers -Catharsis: Energy Palm kills grant increased weapon stabilitiy for a time. -Linger: Holding down the melee button allows you to continue to send out energy waves for a short time. -Spike: Reduced range. Grants a second charged melee with precision timing. -Generator:Melee kills restore grenade energy-grenade kills charge super energy. -Relay: Melee kills restore health completely. -Launchpad:Holding down the jump button charges up a long jump at the cost of your glide. Druid (BIO) "If the Darkness should be a force of nature, then by logic nature is our best and only ally." -Hand of Gaia:You command the very essence of life. Conduct the growth of a great pasture with your own two hands.Send rows of powerful, lashing biolight vines at your foes with a flick of the wrist. Over the shoulder. tall grass grows in a wide area around you. Left and right trigger are left and right hand Chain rows on the left and right side to extend the reaping. Modifiers -Eager Earth: The grass of the pasture entangles and holds foes. -Fruitful:Activation reloads all weapons and grants a bonus to reload speed for nearby allies. -Flourish: Extends the range of your pasture and thus your vines. Super energy drains at a quicker rate. -Bio Grenade:A standard grenade empowered with biolight. Explodes quickly and festers upon targets. -Blossom Grenade: A timed explosive that will be set off if touched. Sends bursts of biolight in every direction for a time. -Root Grenade: An explosive that releases branches of burning biolight across the terrain. -Bioburst:Launch a sticky pod from your palm that releases thorny clusters. Modifiers -Green Thumb: Clusters cause additional damage if grenade energy is full. -Parasite:Clusters return to you, granting you a portion of your fallen foe's energies. -Nature's Way: Bioburst kills grant increased super energy recharge rate for a short time. -Song of Sprites: You gain increased damage output directly after a super use. -Growth Spurt: Hand of Gaia's rows of vines grow and travel at a faster rate. -Every Rose: The effects of Bioburst also apply to Hand of Gaia. -Homebody: Your gliding is replaced by a highly maneuverable jump. Lich (PLAGUE) "Foul measures though they may be, you'll find the Darkness is fouler still." Fume:Draw foul energies from the air and cast them in your wake. Third Person Quick movement, akin to a Wizard. Move about quickly, leaving a trail of deadly gas behind you to torment your foes. Timed, free movement. Modifiers -Rapid: Movement speed during Fume is greatly increased. -Screech: Press the trigger to release a stunning screech during Fume. -Floodgate: The gas is left behind at a quicker rate and in greater amounts at the cost of some movement speed. -Point Grenade: Throw out a small field of plaguelight that compresses into a lethal, burning core after a time. -Plaguebolt Grenade: Release a grenade that chains a bolt of plaguelight to nearby foes. -Fester Grenade: A long-lasting explosive that periodically releases a wave of plaguelight in all directions. -Leech: A devastating melee attack that drains super energy from foes. Modifiers -Fetid: You deal damage to enemies who get too close for a short time after killing with Leech. -Thirst: The effects of Leech can jump from an afflicted foe to it's allies. -Vampire: Super energy taken from foes is converted into health that stacks on top of your own. -Spinetingler: Sprinting for a time grants invisibility and allows you to pass through foes, leaving them stunned. -Ethereal: You can pass straight through foes during Fume. Sorcerer (KINETIC) "They've said that technology is like magic-the irony is that you have both." -Veil: Create an impenetrable and invisible barrier from behind which you and your allies cannot be seen. The barrier is visible to you as a wavering distortion of visuals. Enemies cannot pass through and radar does not reveal your position from behind the veil. Modifiers -Mirror: Enemy fire at the veil returns a large portion of damage to the attacker. -Embalm: Allies felled near your veil will return with full grenade and melee energy. -Curtain: You and your allies can pass through the veil. -Hold Grenade: A timed grenade that can be choked and thrown when ready. -Phase Grenade: Toss out a grenade which releases simmering kinetic energy. Distorts the vision of nearby enemies and burns those in it's radius. -Toss Grenade: A grenade that releases many small mines in a large area. -Forcepalm: Push your enemies away with sheer willpower and a gesture of the hand. Modifiers -Kinesis:Forcepalm results in a second melee attack a few feet away from the player. -Acuity: Extends the knockback range of forcepalm. -Desist: Being hit by forcepalm locks your enemies in place. -Magic Touch: Precision kills grant bonus weapon impact for a short time. Stacks once. -Now You See Me: After sprinting for a time, press the aim button to phase out of local spacetime and return a short distance away. -Illusionist:The effects of your phase grenade and Veil last longer. -Take Position:Double tapping crouch while airborne brings you back to the ground quickly.

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