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Destiny

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2/22/2015 12:00:22 AM
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Update (Concept/Suggestion): The House of Light

The traveller is growing stronger. Guardians have seen numerous victories against the darkness, from pushing back the Fallen threatening the last city to vanquishing Crota, the Son of Oryx. With newfound strength, the traveller has reached out, seeking to draw more guardians to its cause from humanity... and beyond. The Fallen were once like us, a prosperous world of aliens revelling in their own golden age. Since the arrival of the traveller, and the darkness that pursues it, the Fallen became scattered, losing their homeworld and turning to the stars as scavengers, mercenaries, and pirates, clinging to every bit of technology and weaponry they could in order to survive against the Vex, Cabal, Hive, and even each other. The fallen broke apart into seperate houses, clans each ruled by a Kell and working toward differing goals. The Houses of Wolves, Devils, Winter, and various others were in constant conflict with one another, fighting for territory and salvage rights. Many fallen have been slain in interhouse wars, or in battle against other alien, and human, foes. The traveller has called out to those worthy of its power, and they have been revived in the name of the light. These fallen are weary, and largely unwelcome by humanity, the exos, and the awoken, but they have banded together into the House of Light to serve the Traveller and the last city in the fight against the darkness. [b]New Playable Species: The Fallen[/b] The house of light consists of slain members of the Fallen houses, revived by the Traveller's ghosts to fight for the Tower. Take up arms as a male or female Fallen, prove your worth to humanity and the Last City, and earn your place in the Light. The Fallen species has access to all of the same content and classes as human, exo, or awoken characters. [b]New Tower Vendors:[/b] [b]Araksis, the Fallen Salvager[/b], will provide guardians with repurposed and redesigned Fallen Skiffs for space travel, as well as Fallen Pikes modified for guardian use. These pikes lack the weaponry of those used by the fallen in the field, but have been altered to keep up with the sparrows used by other guardians. Araksis requires components obtained by defeating the Fallen of opposing houses in order to reconstruct skiffs and pikes. [b]Tanisk, the Fallen Quartermaster[/b], will provide guardians with Fallen weaponry. Like Araksis, she requires components obtained from enemy fallen in order to construct these weapons. [b]Cora, the Image Designer[/b], will allow guardians to customize their skin, hair, and eye color, hair styles, markings, and other features for a small glimmer fee. She's got the training to modify Exos as well, and is even willing to work on the newcomer Fallen guardians. [b]New Weapon Types:[/b] The addition of the Fallen to the Tower has come paired with access to Fallen technology and weaponry, sold by Tanisk the Quartermaster. [b]Shock Pistols:[/b] (Primary) Similar to Hand cannons, shock pistols are fallen weapons that boast a higher rate of fire and deal Arc damage. Shock pistols can either be fired in semi-auto mode or can be charged by holding the fire button, in a similar manner to fusion rifles, to release a burst of arc bolts with greater impact. [b]Shock Rifles:[/b] (Primary) These fallen weapons must be charged to fire, in a similar manner to fusion rifles. Once fired, however, the slow moving arc bolts can be guided to a target by aiming the weapon. [b]Wire Rifles:[/b] (Special) Similar to sniper rifles, Wire rifles have extraordinary range and impact potential, but must be charged prior to firing. [b]Shrapnel Launchers:[/b] (Heavy) The fallen equivalent of a rocket launcher, Shrapnel launchers deal both impact and explosive damage over a modest area, but suffer from a shorter range than rocket launchers. [b]Additional Weapon Types:[/b] In addition to new weapons provided by the Fallen quartermaster, humanity has improved its own arsenal. [b]Blades:[/b] (Primary) Recognizing the need for greater melee combat potential, the Tower's weaponsmiths have developed energy blades to combat the Hive. These blades require no ammunition to use, and the ranged fire button can be held to block incoming melee attacks. While wielded, the guardian will play in third person view. [b]Grenade Launchers:[/b] (Special) Rapid fire area bombardment weapons, grenade launchers fire in an arc and take some degree of skill to aim, but can deal tremendous amounts of damage to large groups of enemies. [b]Rail Guns:[/b] (Heavy) Magnetic rails propel a superheavy hardened uranium slug down the barrel. These long range, sniper-like weapons are slow to fire and require a charge up time before firing, but carry greater impact than any other weapon to date. [b]New Subclasses:[/b] The Fallen have joined the tower's forces, and have brought with them new combat techniques and new ways of using the Traveller's energies. These new subclasses can be learned by Guardians of any race, but all Fallen characters start with them and must work to unlock the current subclasses. [b]Titan Subclass: Brawler[/b] Brawlers charge into combat with fists wreathed in flame and all of the pyromantic tech to accompany them. [b]Unique Movement Type: Charge[/b] Hitting the jump button while in the air blasts you towards your target at high speed. Upgrades include additional charge distance, gaining a solar shield when charging, or creating a solar explosion at your charge destination. [b]Unique Super: Flamethrower[/b] When activated, wrist-mounted flamethrowers allow you to coat nearby enemies in liquid fire, dealing heavy solar damage and igniting opponents. Upgrades include additional flamethrower duration, causing enemies killed by the flamethrower to combust, or granting additional damage resistance while flamethrower is active. [b]Unique Melee: Incinerate[/b] A fiery fist that sets the target on fire. Enemies killed by incinerate will combust, exploding and damaging nearby enemies. Upgrades include generating light when using incinerate, a small sprint when using incinerate, or an extra melee attack with incinerate. [b]Hunter Subclass: Reaver[/b] Reavers are quick and deadly assassins trained to use void light to disintegrate their foes. [b]Unique Movement Type: Scaling[/b] Pressing jump while next to a vertical surface allows you to latch onto the surface, moving up, down, left, or right at will. Pressing jump again will cause you to detach and jump away from the surface. Upgrades include faster movement while scaling, the ability to aim and fire while scaling, or the ability to transition to ceilings while scaling. [b]Unique Super: Gravity Charge[/b] Throw a charge pack that will detonate after two seconds, creating a gravity well that sucks enemies and weapons fire into it and disintegrates them with void damage. Upgrades include reduced explosion delay, further throwing distance, or spawning a larger and more powerful gravity well on detonation. [b]Unique Melee: Void Blade[/b] A void-charged knife attack that deals additional damage and disintegrates enemies. Upgrades include reduced super cooldown when damaging enemies with void blade, regaining health when damaging enemies with void blade, and a leap attack with the void blade to cover greater distance. [b]Warlock Subclass: Archon[/b] Archons wield sizzling arc light to electrocute foes and energize themselves and allies. [b]Unique Movement Type: Blink[/b] A short distance teleport initiated by pressing jump while in the air. Upgrades include further blink distance, reduced blink cooldown, and gaining an arc overshield after using blink. [b]Unique Super: Chain Lightning[/b] When activated, you put away your weapon and begin throwing lightning from your hands (in third person view). Ranged attacks chain lightning between targets, while melee attacks blast everything around you with lightning. Three attacks can be used before chain lightning dissipates. Upgrades include gaining an arc shield when chain lightning is activated, gaining an additional attack during the duration of chain lightning, or granting all nearby allies an arc shield when chain lightning is activated. [b]Unique Melee: Electrocute[/b] A blast of arc energy that disorients and staggers the target. Upgrades include increased damage dealt by electrocute, adding a blink strike teleport effect to electrocute, or generating additional light when killing enemies with electrocute. [b]New Strike and Raid[/b] [b]Strike: Defend the Wall[/b] Hostiles smash against the wall, wave after wave increasing in number and difficulty. The longer your defense holds out, the greater your rewards will be. [b]Raid: The Breach[/b] Hostile Fallen have breached the wall and begun pouring into the Last City. For the first time, fight within the city itself: defend its citizens while pushing the onslaught back. [b]New Activity: Sparrow Racing[/b] Pikes included, of course. Raceways have been unearthed across the solar system, with tracks on Earth, Venus, Mars, and the Moon. Guide your sparrow (or pike) through a gauntlet of twisting caves, hostile forces, ancient traps, and treacherous terrain while competing against other guardians. The fastest racers will be rewarded with unique sparrows, pikes, and even new vehicle types not yet seen. [b]New Patrol Zones: Europa, Titan, and Mercury[/b] Take your fight to new frontiers. Patrol the machinescape of mercury or the Moons of Jupiter. Each of these locations will include new types of patrols, new encounters, new bounties, and new rewards.

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