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Destiny 2

Discuss all things Destiny 2.
12/31/2023 8:44:05 PM
1

Ideas for a Solar Rework

Feel free to give me feedback on these changes I'm about to list. Radiant: grants 15% instead of 25%, base duration increased to 10 seconds. I don't think this deserves to match a Super in terms of buff. Restoration: down to 25 HP/s, but base duration increased to 10s. This focuses Restoration on being slow and steady healing, meant to be done in cover. Restoration x2 is doubled healing, which is where it is currently, at 50 HP/s. Cure: you now build stacks of cure. Cure stacks are consumed upon being under full health,1 every 0.5s. Each stack of cure heals 50 HP. This makes cure the kind of healing you could use out in the open, but only after building them up. Ignitions: Choose one: 1. PvE enemies only require 50 stacks of scorch to ignite. 2. Scorch stacks are doubled on PvE enemies. Well of Radiance: Now grants Restoration x2 and a stack of cure every second. While it removes the damage buff we all like, it refocuses the super into being the ultimate in healing. This rework also allows for its healing to extend outside of its range. Burning Maul: While Sol Invictus is equipped, Fire tornadoes count as Sunspots. Golden Gun: Now deliberately uses Solar Surges like a weapon. Sol Invictus: Replaced restoration with a stack of cure every second. Extended it's duration from 12s to 20s when standing in it. Roaring Flames: Also grants Radiant to you and allies within 20m when triggered. Icarus Dash: while it grants a stack of cure per multikill while airborne, it grants an additional one while Heat Rises is active. On Your Mark: grants Scorching rounds to Solar weapons when active. Scorch intensity increases per stack of On Your Mark. Lumina: Now grants Radiant and a stack of Cure to both user and receiver, preferentially tracks to allies without cure or radiant. That's it for now. Don't know much else about what to add.

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