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Edited by Sneak Attack 65: 11/27/2017 1:34:11 AM
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Post your subclass perk tree ideas here!

Here's my idea for Voidwalker: Attunement of the Soul Collector Soul Rip - Kills with this melee ability recharge your melee and super energy. Void Soul - Ability kills spawn Void Souls that follow you around. Hold (melee button) to fire one of them in a straight line. Soul Infusion - Hold (grenade button) to consume your Void Souls and turn them into grenade energy. Soul Detonation - Nova Bomb travels faster and further. Void Souls will follow Nova Bomb and seek out enemies near the explosion.

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  • Blink of Havoc

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  • Here's an idea I have for Gunslinger: Way of the Weapon Master Deadeye - Precision hits with Throwing Knife greatly increases reload speed and increases target acquisition. Gunslinger's Trance - Precision kills increase weapon stability. Stacks up to three times. Shootout - Hold (fire button) to rapidly fire your weapon during Dodge. Gunslinger's Fire - Press and hold (super button) to set your equipped weapon ablaze, granting it powerful solar rounds and unlimited ammo for the duration of the super.

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    I would just like a generic skill tree please, one where we are forced into one of three options with nothing customisable. Thank you.

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  • If they ever introduce a third branch on the sub specs id like to see a full bubble spec on the sentinel tree. I know we have a bubble already but its pretty lacklustre as it is. Give.me back weopons of light!

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  • As wonderful and badass as this sounds, I feel like the game would be too easy. If the melee recharges as you kill an enemy, you can just permanently melee and charge your super very quickly. Correct me if I'm wrong, but there isn't currently implemented a class with a melee that has these 'perks', right? The Void Soul sounds sick. Like Homing Crystal Soulmass from the [i]Dark Souls[/i] series. I like the idea of having a second attack linked to the melee button (provided you hold it). Pretty unique. I would be most excited to just see the character come to life. The art could be next level!

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  • From a post I made on this a while back: A lot of people have been posting about new classes or subclasses lately. In my opinion, it would be better at this point if each subclass simply got an extra 4-perk skill tree to select, and I've spent the past few days coming up with these suggestions. First things first: each subclass currently has two paths, and these paths each fill an overall different role and playstyle. Any new path needs to be sufficiently interesting and different to offer a unique playstyle from those currently available while still adhering to the theme of the subclass and overall interclass balance. That said, here are the current subclasses and their generalised playstyle or theme: [spoiler] [u]hunter-gunslinger[/u] [b]way of the outlaw[/b] - focuses on quick gunplay [b]way of the sharpshooter - focuses on precision hits[/b] [u]hunter-nightstalker[/u] [b]way of the trapper[/b] - focuses on area control [b]way of the pathfinder[/b]- focuses on team support [u]hunter-arcstrider[/u] [b]way of the warrior[/b] - focuses on melee combat [b]way of the wind[/b] - focuses on speed and mobility [u]titan-striker[/u] [b]code of the earthshaker[/b] - focuses on grenade and aoe damage [b]code of the juggernaut[/b] - focuses on melee combat [u]titan-sunbreaker[/u] [b]code of the fire-forged[/b] - focuses on area damage [b]code of the siegebreaker[/b] - focuses on sunspot mechanic and neutral game [u]titan-sentinel[/u] [b]code of the protector[/b] - focuses on team defense [b]code of the aggressor[/b] - focuses on offense/shield throw [u]warlock-dawnblade[/u] [b]attunement of the flame[/b] - focuses on super usage [b]attunement of the sky[/b] - focuses on aerial combat [u]warlock-voidwalker[/u] [b]attunement of chaos[/b] - focuses on area damage [b]attunement of hunger[/b] - focuses on survivability via the devour mechanic [u]warlock-stormcaller[/u] [b]attunement of ions[/b] - focuses on grenades and chain damage [b]attunement of the elements[/b] - focuses on boosting rift utility [/spoiler] Now that we have that ridiculously long list out of the way, here's what I think each of the new skill trees needs to offer in order to be both unique and useful: [Spoiler][u]hunter[/u] [b]gunslinger[/b] focuses heavily on precision at present, and would best be suited with a path that required less of it. Something aoe based. [b]nightstalker[/b] a lot of focus on invisibility and crowd control currently. Could use a path that improves neutral game and survivsbility. [b]arcstrider[/b] heavy focus on close range combat, could use something that aids range and gunplay. [u]titan[/u] [b]striker[/b] could use something geared more towards aerial combat [b]sunbreaker[/b] would be best served by a stronger melee or close range skill set [b]sentinel[/b] could use something allowing for more team support [u]warlock[/u] [b]dawnblade[/b] is lacking neutral game and team support [b]voidwalker[/b] could use a more direct combat approach [b]stormcaller[/b] could use a close combat skill tree[/spoiler] These are, of course, vague and overgeneralized descriptions, but they're a starting point. Now on to the skill tree suggestions. Keep in mind that all paths have a set structure consisting of a melee attack and three perks which modify the class. hunter: gunslinger [spoiler][u]way of the mercenary[/u] Melee: fan of knives [i]throw a spread of knives at enemies in front of you.[/i] This ability throws 5 knives each spaced at 20 degrees, for an 80 degree frontal arc. Up to 5 targets can be hit, but at close ranges it would also be possible to hit large targets with multiple knives. Perk: grenadier [i]gain an extra grenade.[/i] Self explanatory. This would allow for two tripmines, two swarm grenades, or two incendiary grenades. Perk: resupply [i]dodging restores grenade energy for you and nearby allies[/i] Team support and enhanced neutral game all in one. Perk: combustion [i]golden gun kills cause enemies to explode. Enemies killed by combustion also explode.[/i] Swarms of weaker enemies would allow this to set off chain reactions with golden gun for mass mob-clearing potential. [/spoiler] Hunter: arcstrider [spoiler][u]way of the drifter[/u] Melee: blink strike [i]this extended range attack teleport you to the target before striking.[/i] Range similar to deadly reach or synthocepts. Perk: quickdraw [i]guns ready instantly and reload faster.[/i] Enhanced gunplay for arcstrider. Perk: escape artist [i]dodge now teleports you a short distance[/i] Replaces the spin or roll of either dodge type with a blink-style teleport. Slightly increased range over dodge roll. Perk: javelin [i]during arc staff, hold l2 to aim and throw your staff at distant enemies like a bolt of lightning[/i] This gives arcstrider a range attack during their super equivalent to throw shield for sentinels (except the staff doesn't bounce) [/spoiler] Hunter: nightstalker [spoiler][u]way of the nomad[/u] Melee: envenom [i]throw a poison smoke bomb. Enemies caught in the cloud suffer damage over time.[/i] Returning from d1, this makes nightstalker smoke bombs a viable offensive option. Perk: toxicity [i]each enemy affected by envenom grants grenade and melee energy[/i] Helpful for improving neutral game, this would work similar to Orpheus rig wherein envenoming a large enough group of enemies can instantly recharge your grenade and melee. Perk: shadestep [i]dodging has significantly reduced charge time and you are harder to hit while dodging[/i] This perk grants two effects: first a 50% reduction to didfd cooldown. This means with 3 paragon mods dodge would have an 8 second cool down, or with no mods a 13 second cool down. Second, it cancels aim assist and tracking effects when you dodge. Perk: event horizon [i]void anchors forcibly pull targets inward. Hold l1+r1 to detonate the anchor, causing a void explosion.[/i] A bit of extra crowd control but the main draw is detonating your anchor early to blow up anything in range. [/spoiler] Titan: striker [spoiler][u]code of the charger[/u] Melee: peregrine strike [i]this melee attack causes additional damage when used while airborne[/i] Peregrine greaves exotic effect from d1 Perk: momentum [i]gain a frontal shield while sprinting[/i] The old juggernaut shield from d1 Perk: aeronaut [i]press O, O while airborne to evade[/i] Twilight garrison exotic effect from d1 Perk: electric fence [i]barricade damages and knocks back enemies that get too close[/i] [/spoiler] Titan: sunbreaker [spoiler][u]code of the berserker[/u] Melee: solar sledge [i]strike enemies with a solar hammer. Charged melee kills recharge melee energy.[/i] Perk: fiery aegis [i]charged melee kills grant an overshield[/i] Perk: suncharge [i]during hammer of sol, press l2 to charge forward, damaging all enemies in your path[/i] A returnee from d1 sunbreaker Perk: twin suns [i]hammer of sol now grants dual hammers. Press r1 to perform a light melee strike. Press r2 to perform a heavy slam Press l1 to throw a hammer[/i] This turns hammer of sol into a primarily melee super. You can still use l1 to throw a hammer, like sentinel shield can [/spoiler] Titan: sentinel [spoiler][u]code of the leader[/u] Melee: shield charge [i]dash forward and strike with your shield, knocking back the target[/i] Perk: blinding light [i]shield charge blinds and disorients nearby enemies on impact[/i] Perk: iron harvest [i]heavy weapon kills have a chance to generate orbs of light for allies[/i] A returning skill from d1 Perk: shield wall [i]blocking while sentinel shield is active creates am extended area of protection for allies.[/i] Similar to the shield wall used by cabal phalanx. [/spoiler] Warlock: dawnblade [spoiler][u]attunement of the sun[/u] Melee: flame lash [i]lunge and strike with a flaming sword, hitting enemies with this ability grants you an overshield[/i] Perk: Solar storm [i]gain an additional grenade[/i] Perk: funeral pyre [i]solar ability kills generate orbs of light for allies[/i] Perk: song of the sun [i]when dawnblade is active, grenade and melee cooldowns for you and nearby allies are significantly reduced[/i] Some returning team support from the sunsinger. [/spoiler] Warlock: voidwalker [spoiler][u]attunement of force[/u] Melee: backlash [i]a void lash that does additional damage to shielded opponents.[/i] Perk: resonance [i]enemies killed by backlash explode[/i] Perk: lance [i]nova bomb now fires a void lance with increased speed, accuracy, and precision damage, but reduced explosion radius[/i] Slightly modified from d1, this is meant to be a boss killer by adding precision damage potential Perk: shatter [i]hold l1+r1 to fire five miniature nova bombs in a wide arc[/i] Another modified d1 perk, five bombs instead of three now spread out over a 90 degree forward arc. [/spoiler] Warlock: stormcaller [spoiler][u]attunement of thunder[/u] Melee: shockwave [i]a thunderblast that knocks the target backwards[/i] Perk: feedback [i]taking melee damage recharges shockwave[/i] Perk: amplify [i]consecutive melee kills grant increased melee range and damage[/i] Perk: eye of the storm [i]while stormtrance is active, nearby enemies are periodically struck by lightning[/i] [/spoiler] That's all of them. Would love feedback on the ideas and whether or not you like the proposed tree(s) for your preferred subclass.

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    • Being able to choose... But yet again I'm "too stupid" to decide...

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    • Edited by Talia Sendua: 11/27/2017 12:43:27 AM
      Here's my Idea for Defender: Blessing of the chosen Guardians comeback - Kills with this melee grant a force barrier for you and nearby allies which reloads your equipped weapon, restores 1/3 of your health and grants higher sprint speed. Barrier is active for 20 seconds. Void impact - With building up your Titan barrier nearby enemies will pushed away and get damaged by a void shockwave. Contact with walls adds Impact damage. Leader of the team - Using Class abilities will recharge melee and grenade energy for you and nearby allies. Light of reinforcement - Hold L1+R1 (LB+RB) to blast down a void shockwave which grants you and your allies nearby strong shields (20 Seconds duration) and starts the life regeneration. Weapons will be reloaded. After activating this shockwave your complete super energy will be consumed. ------------------------------- This Subclass tree for Sentinel is focused on Team Support for PvE and PvP. Hope you like it.

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      • I think this game fails to capitalize on so much potential. It could do so much more. This game needs to grow beyond skill trees and grenades. Take the warlock for example. They represent the culmination of years of studying the light. They are THE BEST at manipulating it and unleashing its arcane secrets. If this is the case, THEN WHY IN ALL BLUE HELL ARE THEY SO FIXATED ON LOBBING GRENADES LIKE EVERYONE ELSE!!!??? They could be doing so much more. Their "grenades" should have effects that separate them from anything else in the game. Here are some "grenade" ideas (and other ideas too). I'll just write the general tooltip and then give a brief explanation of what it would do. I'll focus on Dawnblade for now as it is the weakest of the three right now. Nova Mark - Shoot a bolt of solar energy (straight at your crosshairs; just like a bullet); that damages and tags an enemy, destabilizing its matter for 4 seconds. After the duration, a supernova erupts from the target. Shooting a tagged target adds a percentage of all damage done to the damage and radius of the secondary explosion. Context - Now THIS is a "grenade" that makes sense for a solar warlock. It makes sense thematically and functionally while promoting intelligent and skilled play. You could communicate to your teammates who you're going to tag and then everyone can unload to build up the supernova (literally)... you know... like ACTUAL solar fusion? It works similarly to the death mark mechanic used in some games. It promotes teamwork and coordination which is great for multiplayer play. Cinder Veil - Project a solar barrier on an allied guardian for 3 seconds, protecting them from all damage for the duration and reflecting a percentage of all damage received. Context - So this goes more in line with a TRUE support playstyle that I would love to see in Destiny. Shield your allies at the right times and you can maximize defense by negating large chunks of damage at key moments or allowing other classes to use their more risky abilities more reliably. It promotes skillful decision making and engaging gameplay. You could even change the damage reflection to boosting your own abilities or lowering your active cooldowns, rewarding you with more abilities if you use said abilities in a smart way. Final one for now, Ashen Revenant - Summon a copy of yourself that turns to ash after 5 seconds. During the duration the revenant will copy all of your abilities and shoot at your target. Context - So yeah. Simple. Spawn a copy, do more damage by shooting. It's pretty straightforward, but adds much needed skill ceiling to the game. So yeah. That's my take on what "grenades" could potentially be. They could be ABILITIES. ACTUAL, FUN, INTERESTING abilities. I also think the solar warlock should have retained some of its Sunsinger identity, but in a whole new way. Using the copy spawning mechanic I came up with something like this. Notice thematic name. Choir of Embers (Super) - Spawn two copies of yourself to aid you in battle. The choir mimics your abilities and attacks your target. Activate again to send the copies to aid your allies, merging with them, enhancing their attacks and drastically lowering their cooldowns. Context - Again, Support playstyle. It retains its power if you want to go solo or if you're just feeling selfish, but it shines when you have allies to empower, promoting great teamplay. It's also a super that dramatically enhances your ability to damage things using the game's most fundamental mechanic: shooting. This directly translates to more power the more skilled you become, giving much needed depth to the game. Your loadout would also affect how the copies engage enemies. Suddenly it's three you's with three rocket launchers. Yes please. Well I hope you guys enjoy some of these ideas at least though I would like more to promote the design direction behind them. Unique, more creative things need to come to Destiny from the game design perpective. The general art direction and world aesthetic of this game is gorgeous, but the creative design in terms of gameplay mechanics and abilities is very... wanting... I know this game can be better.

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      • Titan Male ; Bitch Slap C0CK Whack - a finishing melee move involving articulate hips and a pork sword side-swipe. Female Version - Labiastorm!

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      • Why, because i just want to wreck 💩! -super recharges every minute -infinite grenades -infinite mele -infinite jetpack ability This for all!!! Imagine the chaos. And only available in pve. We all know the pvp crowd would cry and fall out like 2 yr olds.

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      • 1
        We lose our remaining subclasses from D1, replaced with new ones. I want a new game not a reskin of the one ive been playing for 3 years.

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      • D1 subclasses

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      • Edited by autistic_lion22: 11/28/2017 4:48:32 AM
        Sunbreaker: Code of the Warbringer: Sol's wrath: Hold the melee button to drain your melee energy, pressing the melee button afterwards will enable you to smash the ground with The Hammer of Sol. Sol's fury: Hold the melee button to drain your melee energy, preseing the grenade button will enable you to throw a blazing hammer. Flames mercy: Your barricades deflect grenades and energy based projectiles back to the user, and enemies who get too close to the flaming barricade are scorched. Knights might: Your Hammer of Sol is now transformed to a new remastered two-handed warhammer that was forged inside of the sun. Press the melee button to slake lethal swings that deal high amounts of damage. Press the grenade button to do a sideways throw with the large warhammer. Press the shooting button to strike the hammer into the ground like a banner and give allies massive damage and ability recharge benefits.

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        • [u]Changes to Voidwalker[/u] Chaos Accelerant: charging your grenade only takes a fixed amount of super energy allowing you to hold it without draining your super energy Cataclysm: fires a little faster, detonates after using your super button combination (remote detonation basically). Vortex: longer AoE, nearby enemies are pulled in

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        • Dont need that, this is better: Destiny Trials Starter Kit https://imgur.com/gallery/KEty8

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          • Edited by BobMud: 11/27/2017 11:39:28 PM
            I think that if more paths are added, the new subclass system could actually be pretty cool. Here's an idea of mine. Gunslinger: Way of the Showman This focuses on ability synergy with a little crowd control. Hidden Dagger: Quickly throws a Knife that recharges your grenade and Dodge on a precision hit.. Slight of Hand: Dodge recharges faster. All abilities do extra damage after dodging. Gun Trick: Aiming down sights at grenades slows them down (and increases their hitbox). Shooting a grenade causes it to split into multiple micro grenades. Overkill Performance: Shooting a grenade with golden gun creates a massive explosion. Golden Gun has increased duration and aim assist.

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            • How about the perk trees from D1.

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              • Plant em all, and hope 1 grows that's actually useable

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              • I have some ideas. [b][i]warlock Riftbender:[/i][/b] [spoiler][b][i]Information regarding this subclass is locked. To view this information, you must own this subclass, which you can get through bright engrams or along with the Avengers: Age of Ultron DlC.*[/i][/b][/spoiler] [b][i]Hunter Aetherwalker[/i][/b] [spoiler][b][i]Information regarding this subclass is locked. To view this information, you must own this subclass, which you can get through bright engrams or along with the Avengers: Age of Ultron DlC.*[/i][/b][/spoiler] [b][i]Titan Heavenholder[/i][/b] [spoiler][b][i]Information regarding this subclass is locked. To view this information, you must own this subclass, which you can get through bright engrams or along with the Avengers: Age of Ultron DlC.*[/i][/b][/spoiler] [spoiler]*we do not allow refunds on any of our products.[/spoiler]

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              • Gunslinger. Something with combustion.

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              • Cool idea. Here's a arclock one. Attunement of the Eye 1. Storm Touch - Strike an enemy with this melee ability to cause your target to have a continuous electric storm around them for a few seconds slowing those caught in the storm. 2. Lightning Rod - using an ability causes a small electric storm to surround you for a few seconds dealing continuous damage and increasing your movement speed. 3. Overcharged - You take reduced damage while the storm is active on you. Being struck by a melee fully recharges your melee ability for a couple seconds. 4. Sublime Insanity - While using Stormtrance you have a continuous storm around you that increases movement speed. Enemies damaged by Stormtrance generate a continuous storm for a few seconds that lowers their movement speed.

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