Always thought that the 3 classes were a bit limited. I've long hoped for the ability to play as a fallen allied with the guardians, and with the plot of destiny 2 being based around guardians losing the last city and being forced into the wilds, this seems like a far more feasible option now. The fallen have taken heavy losses throughout destiny 1, most of the kells are dead and there's now a huge power gap among the remainder waiting to be filled. This seems to be the perfect time to introduce the fallen as a playable option.
So the basic backstory:
In the time following the guardians being attacked by the cabal and losing the last city, Variks has become a kell and rallied the rogue fallen under his rule, retaining his allegiance to the awoken. Variks and his new followers establish a fallen colony, either on a planet (possibly one of jupiter or saturn's moons) or somewhere in the asteroid belt following the lead of the awoken.
When the guardians lose the traveler and the last city, they find themselves forced into the wilds and in a similar position that the fallen were in not so long ago. Variks, being a fairly prevalent ally to the guardians and awoken, offers the displaced denizens of the last city refuge in his stronghold.
Humans, awoken, and exos living in close proximity with fallen obviously has a few pitfalls at first, but eventually they'd end up finding some common ties, especially considering that the fallen were once the chosen of the traveler before it moved on to avoid the darkness. Several fallen join up with those outcasts of the city to help them reclaim it, in the hopes that eventually they might be accepted as guardians themselves and be with the traveler once more.
So this leads to the addition of a new race/class: the Fallen Exile. Fallen are locked into this one class choice; so you cant have a fallen hunter, fallen titan, or fallen warlock - only a fallen exile. Similarly, human/exo/awoken cannot play the fallen exile class, and are restricted to hunter/titan/warlock.
The fallen Exile Class:
Fallen exiles do not have a connection to the traveler, and do not use "the light" in the same manner that guardians do. Instead, they utilize ether, a synthesized substitute for the light produced by servitors.
Instead of a ghost companion, fallen exiles have a shank-like substitute that has been modified by variks and his prime servitor. This machine companion performs the same duties as a ghost, communicating with the player, scanning the environment, offering insight, and reviving the player upon death by infusing the dead fallen with ether and mechanically repairing the body.
Additionally, fallen exiles do not have supers or a super meter like guardians do. Instead, they slowly fill an ether meter over time (similar to the super meter) and have toggle-able abilities that use up that ether. These abilities can be activated and deactivated at will, drain ether while active, and will deactivate automatically if ether runs out.
The fallen exile class has 3 subclasses, like the others, and each subclass mimics guardian character type. Unlike guardian classes, the fallen exile has a different perk setup; with perks that directly boost certain types of weapons or combat styles.
Subclass 1: Fallen Captain
The fallen captain mimics the titan, and is a heavier close-combat type. The captain subclass gains heavy bonuses to toughness, but has minimal agility or recovery. The fallen captain's perks focus on close range combat, with direct bonuses to shotguns, sidearms, grenade launchers, and melee weapons.
The fallen captain utilizes traditional grenade types that are designed for dealing area damage, with on-impact explosion and delayed-explosion variants.
The fallen captain uses dual arc blades for melee attacks, and gains a bonus to damage resistance when using melee attacks (whether class based or with melee heavy weapons).
Ether Ability: Personal Shield
The Fallen captain can toggle a personal energy shield that drains ether slowly over time, and more quickly when taking damage. The shield greatly reduces damage taken while active, but limits mobility, preventing jumping or sprinting.
Jump Ability: Transporter
The Fallen captain uses a jump ability similar to blink. The base jump is functionally identical to blink for hunters or warlocks. The modified jumps include a longer teleportation distance, greater teleportation height, or a shorter cooldown on the effect.
Subclass 2: Fallen Vandal
The fallen vandal mimics the hunter, and gains heavy bonuses to agility and movement/sprint speed. The vandal focuses on a hit and run or assassination playstyle. Vandal perks focus on improving precision weapons such as scout rifles, sniper rifles, and fusion rifles.
Fallen Vandals use grenades designed to hinder enemies. This includes a tripmine similar to that of the gunslinger, a static cage trap that will detonate on enemy proximity and creates arc-based tethers like that of the nightstalker's bow, and a bomb that can be attached to surfaces and manually detonated by holding the grenade button, perfect for setting traps.
The vandal's melee attack is an arc spear that incorporates a lunge for hitting targets that would normally be out of melee distance.
Ether Ability: Stealth Field
When activated, the vandal is rendered invisible. Attacks, grenades, jumps, etc. can all be utilized without breaking the stealth effect, but ether is drained more quickly when these actions are used.
Jump Ability: Scaling
The base jump for vandals works similar to double jump for hunters, but the second jump can only be used when near a vertical surface. Perk modifications allow the vandal to 'attach' to vertical surfaces while being able to fire weapons or use abilities, rebounding off of vertical surfaces, and increased height on jumps.
Subclass 3: Fallen Archon
The Fallen Archon subclass mimics the warlock, and provides a substantial bonus to recovery and ether regeneration. The archon's perks provide bonuses to heavy weapon types like the rocket launcher, machine gun, and other similar weapons that may be introduced into destiny 2.
The archon's grenades are ether-powered energy blasts. Variations Are a straight-fired energy blast good for sniping single targets, a short range conical shockwave for groups of enemies, and a lobbed nova-bomb like attack. These grenade attacks have short cooldowns, but drain ether from the ether bar whenever they are used.
The archon's melee attack is a close range energy blast similar to the warlock's traditional melee. This attack also has a very short cooldown but drains ether when used. Perk variations add different elemental effects (void, arc, and solar).
Ether Ability: Servitor
The archon's ether ability summons a 'pet' servitor that stays near the player and uses void energy blasts to attack enemies. While active the servitor drains ether energy from the archon at a steady rate, forcing the archon to balance the servitor's use against his grenades/melee attacks that also drain ether. The servitor provides increased recovery and cooldown times to nearby allies while active, allowing for group support.
Jump ability: levitate
The base jump ability is a standard jump, but when activated while in the air holds the archon in place while allowing the use of weapons and abilities. Perk modifications increase the height or distance of the initial jump, or allow the levitation to last longer and provide an overshield while active.
In lieue of the new 'class' abilities destiny 2 is adding, the fallen exile would need something similar. No ideas for that at the moment, open to suggestions.
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1 ReplyHey guys would u rock red death on a hunter or a titan? Its level appropriate for either