Destiny 1 Hunter: Arc and Solar to start
Same in Destiny 2
Destiny 1 Titan: Arc and Void to start
Same in Destiny 2
Destiny 1 Warlock: Void and Solar to start
Same in Destiny 2
Obviously, they have added new sub classes and tweaked the ones that already exist.....but.....
It just seems a bit odd to me.
Maybe its based of user statistics? Which sub classes are most popular?
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Lore bruh
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Not overly worried about it.
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27 RepliesUhm... I don't think it's odd or weird. Not at all if we, at least, try to follow an "in-game logic"... also if I know very well that we can barely talk of something like an [i]"in-game logic"[/i] about Destiny. ... thanks Bungie. Now, in D2 we start with an Arc and a Void Subclass for the Titans, with a Void and a Solar Subclass for the Warlocks and a Solar and an Arc Subclass for the Hunters, which means that Titans lack of a Solar Subclass, Warlocks of an Arc Subclass and Hunters of a Void Subclass. I'll start with the Titans. So, we know that long time ago, the Sunbreakers Order, an order made of Titans only holding the power of the Sol Hammer, left the city with the purpose to fight the Darkness directly and not hiding behind Walls. Then things got worse and in the end Zavala exilied them. That's why when we arrived to the City there are no Sunbreakers at all. During the Taken War we are sent to ri-discover this power, bring it back home and persuade the Sunbreakers to fight with us. Unfortunately, the Sunbreakers are all being wiped by the Vex and we barely managed to obtain the power of Sol Hammer for ourself guided by... a ghost? Maybe, I'm not really sure what that Ouros-voice was. Back to the point, following the "Path fo the Sunbreakers" and completing all the tasks we discover that [i]"We brought back an ancient power and we gave birth to a new generation of Sunbreakers within the Walls"[/i]. Now, the Red Legion invasion started 2 years after the Taken War which is a very short period, so probably at that moment the Titans that recovered the power of the Sol Hammer were still very few. About the Stormcallers, we know thanks Ikora that the Stormtrance is a very rare gift and only few Warlocks managed to controll it. That's because: 1) the "ceremony", aka being-striked-by-an-arc-thunderbolt-after-being-overcharged-by-smaller-thunderbolts-during-an-arc-storm, that allows you to obtain this power can also destroys you, and 2) it seems that control this power it's very hard because it requires a great concentration to controll and release a stream of a so huge power. In a similar way, it looks that among the Hunters only few managed to "touch" the Void without fear and so became Nightstalkers. Nighstalkers are very rare and only the Hunters who lived [i](and survived, that's the key)[/i] in the wilds for a long time were able to obtain this power. So... probably those are the reasons way in this "new begining" we start without these Subclasses. Also, the choice of the starter Subclasses can be reported to the mentality and fight style of the Guardians. Arc Energy is a type of energy with a naturally destructive intrinsic power. Strikers are Guardian that charge straight their enemy punching and slamming the s-word out of them. They are a sort of "berserker": they charge, they slam, they t-bag. Strenght, speed and endurance. According to Zavala and Ikora, the Fists of Havoc generate a single Arc Explosion that wipe everything in his range, it is a one single great and instantaneus release of energy, there is no true control in it. Instead, Arc Blade and Stormtrance are the exact opposite: you must have a great control to maintain the shape of the Blade and the Storm. Hunters use Arc Energy to generate their Blade. The strenght isn't the Blade itself, that can also be pretty weak if compared to the damage of other Supers, the strenght dwells in the speed that they gain using it. They are fast like f-word bolts, they are tre meters to you and less half second after you have already been sliced up and they are running away. They use this kind of Energy also to generate or activate their stealth capacity. But the Stormtrance? Stormtrance is another story. A Stormtrance can be compared to a flux, a stream of many Arc Explosions (like the Titan's slams) while you're floating in the air moving, teleporting around, and in all this you also have to mantain the control and the shape of this flux. The energy on many slams, the ability to manipulate and control the stream. No surprise if only few Warlocks can do that. Void is the most mysterious, dangerous and scary kind of Energy in Destiny's world. It rapresent the capacity to disintegrate and model the matter at molecular level. During the Battle of the SIx Fronts[i] "There were not enough walls, so Titans had to became Walls himself"[/i]: Void is the Power to manipulate and disintegrate the matter, that's why Titans used it: they needed the Void Energy to generate Walls to protect them and the City. After all, Titans are the reincarnation of the City Walls. Ikora says that Defenders are naive because they criticise the way how Voidwalkers use their powers to dismantle enemies matter and use that same matter[i] (reduced in molecoles)[/i] to heal themself. Defenders don't understand that when they disintegrate with their fists charged of Void Energy enemies and generate barriers around themself they do the same esact thing. Warlocks use the energies of the universe, they manipulate them in their favor. Void Energy is probably the one that suit them better. Only Warlocks can truly master this kind on Energy in is truly essence. But what about the Hunters? Hunters are afraid of Void Energy. Yep. It's a kind pf Energy very far from their nature. Hunters are famous to be the most silence between the Guardian Classes but it is also true that they can have a big mouth [i](Shaxx knows something about)[/i]. Tevis, the old Hunter, friend of Cayde-6, he died as Nighstalker and we take from him the Light that "touched" the Void. Because that's the point: Hunters Nighstalkers don't use the Void Energy as the Defenders and Warlocks do, they use it in their own way. No Barriers, no Life Drain. They don't use it to disintegrate enemies or for genetare barriers, they use it to create an obstacle. As Ikora says: [i]"It's a weird way to use the Void Energy, not the most dangerous neither the most powerful, but of course it can be very useful in a Fireteam"[/i]. Then Solar Energy. Hunters are masters of this kind of Energy because they use it to generate their Famous "Golden Gun". A single, perfect, shot of Solar Energy that can burn everything exploded by a Gun made of Solar Energy. High damage from a far distance, the ultimate control. For a Subclass formed by individuals looking for the perfect shot... well, I suppose this is perfect. Warlocks use Solar Energy in a different manner: they take advantage of the enhancement capacity within the Solar Energy to gain "buffs". They became more strong, more tough, the heal quick and they can generate continuoysly bombs of Light and concentrate this power in their hands and realising it with for their melee. They can even "revive" without the help of their Ghosts. But Titans, as I said before, they're not very good in "control" or "manipulate". They could never generate and control an Arc Blade, they don't even understand perfectly what their Disintegration do to generate a barrier. The Sol Hammer solves this problem perfectly: a Solar Energy shaped Hammer that can be throwed and explode. Simple, powerful, not very graveful, but efficient. Still... rare. An ancient ability that is been far from the City for centuries. The masters of this tecnique are gone by a while wiped out by the Vex. What I'm trying to explain is that probably the starting classes are chosed for these reasons, cos they are the "original" kind of Subclasses that rappresent the original Classes in Destiny. But mine are only speculations, and from what I saw so far by Bungie, it could be only a simple, lazy, copy and past.
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Nostalgia man. It's supposed to be a fresh start
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To sell the others to YOU later on.
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2 RepliesIt's called lazy programming and lack of imagination.
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I'd much rather have 6 well balanced subclasses that 6 entirely different ones that are a complete mess. Or if they give us different subclasses to start with, maybe they would be more difficult to balance, who knows. I really don't think it's that big of a deal though
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It may be that they have a 3rd subclass for each and they're hiding it for release. I remember seeing a tweet where someone asked if there was a third subclass, and Bungie employee responded with something along the lines of 'there are many things that we are saving for you to discover yourself'. Definitely not confirmation. But if that's not a hint, I don't know what is.
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1 ReplyThere have been hints at the 3rd subclasses. They aren't directly related to the traveler so I'm guessing those are the ones we start with. The ones from the beta are traveler related and I'm guessing we have to unlock those throughout the story. Only reason I think that there are 3rd subclasses are because most of the rumors that were untrue were shot down pretty quick. Even beards!
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I wish they brought nightstalker into D2
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2 RepliesOne of the things that bugs me most about decisions bungie made making D2. Story-wise, the other elements always existed in the universe of D1, they were just less common; Destiny essentially explained it in the quests to acquire them. For the life of me, I can't figure out a logical reason why this specific knowledge that apparently always existed would be the only part lost for D2. To me, when you try to improve/expand the original in making the sequel, wouldn't it have made more sense to keep all three and then craft a story about guardians discovering a new element type to master and selling THAT to us via DLC?
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7 RepliesI thought it would be cool to start a Destiny game as a Void Hunter, but I guess I have to wait possibly 3 years for that. Wish they actually made new classes too. Golden Gun and a nerfed Bladedancer isn't sequel worthy
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Could be a tradition. However, I sure do hope that they include the quests for new classes in the base game.
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It's because Bungie is fueled on greed, and they know that putting in rehashed content from the previous game will still satisfy gullible people.
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1 ReplyEdited by Lordsa Jar-Jar: 8/6/2017 6:10:24 AM[quote]None of the subclasses are new just tweaked or remade, not new[/quote] This. It's pretty clear to most people that they actually removed more than they added to this game. For the sake of balance for PvP, or just laziness, is yet to be seen.
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Edited by GalaxySpider: 8/6/2017 6:19:11 AMWho cares? Hunter's staff super could have been solar and it wouldn't change a thing on how it works or what kind of perks the subclass has.
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8 RepliesEdited by BERSEKAEL: 8/5/2017 10:21:23 PMdefenders is by far the less popular, yet is there. more likely, they started both destinies at the same time with both different directions.
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None of the subclasses are new just tweaked or remade, not new
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3 RepliesIt was a beta please bring this up if there isn't a third subclass at launch
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Good point. Maybe bc people would be mad if they didn't get their favorite class from the orig. idk
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2 RepliesThey added new sub-classes to D2? Dawnblade and Sentinel are reworked not new.
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8 RepliesI actually prefer to start the game as I left off in D1 and at the end of the homecoming mission loose my abilities, and then get the new ones via quest or something. I think it's stupid to start a new game with new abilities and no explanation of how I got those and lost the others. Maybe we'll get an explanation?
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personally i would have liked a set for each that didn't exist on any other (still keeping the other three types, void solar and arc) each would have its positive traits and negative traits such as the faster they are the lower the defense to keep things balanced and those with more support based abilities gain a special perk to increase damage with ranged weapons, melee or defence. stand alone elemental abilities would go as follows: crusader subclass for titan i would have had an rock based elemental class with high defense based support abilities and strong but slow attacking abilities (the void class could then have been used for a faster more offensive based class) this subclass would get a ranged weapon perk. combat medic subclass for warlock i would have had a (holy) healing based support class which would be medium fast but would have slightly higher defense along with slightly lower attacks to compensate (this could also have stronger attack using abilities against enemies of the darkness for PvE, but would be weak against other guardians in PvP to compensate) as a more balanced character this would get a defense perk. assassin subclass for hunter i would have had a poison (nature) based class and would be fast but weak defensive and quick but weak attacks (unless they attack from behind where the get a attack bonus), (void class again could be changed but this time for more support based abilities for stat boosting) you could give this subclass a poison effect that could kill an enemy over time and de-buff enemies for long periods (these abilities could recharge and last almost as long as it recharges, to balance it out for PvP it could be set that guardians are cured after maybe quater of the time) this subclass would get a melee perk.
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Looks like the same as we started with in D1.
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3 Replies[quote]Maybe its based of user statistics?[/quote] Maybe [b]it's[/b]* based [b]off[/b]* user statistics?
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From a story standpoint: these forms of light are the easiest for each class to use. We start channeling them moments after we are resurrected for the first time. From a real world standpoint: Bungievision wants something to sell in dlc 3.