[b]NOTE: Use the poll above to rate this subclass suggestion, on a scale of 1-5, with 1 being poor and 5 being excellent. Perhaps bungie can take some queues from this when they finally decide to implement new subclasses to Destiny.[/b]
The original Voidseeker class post can be found here [url]https://www.bungie.net/en/Forum/Post/103985082[/url] Some changes have been made with this version in an effort to better balance the subclass' abilities and perks against those currently available in the game.
For those unfamiliar with the original thread, this was a suggestion for the abilities and perks of the Hunter's void-based subclass. All of the content contained herein is mere suggestion, and has no bearing on the actual game or what the developers may or may not implement with the third hunter subclass (if there is one), even if we'd like them to =P
A shortened form of the class abilities can be found in a google spreadsheet here [url]https://docs.google.com/spreadsheets/d/1JGnPCBz0stB-SRXmMdR87uTlSRSDhgOmg4nhJ1yPX7c/edit?usp=sharing[/url]
Now, on to the subclass...
[b][u]The Voidseeker[/u][/b]
[i]"Voidseekers are a pariah even among hunter circles, venturing out into the depths of space to combat the darkness on its own grounds."[/i]
[b]Consume your foes in a well of void energy.[/b]
[spoiler]Full Description:
Voidseekers live on the furthest frontiers, venturing into the unknown to fight the darkness on its own turf. They are a reckless breed of guardian, fighting fire with fire by wielding the energies and relics of the darkness and those it consumes. Where gunslingers focus on ballistic weaponry and perfect aim, and bladedancers focus on grace and close combat, Voidseekers twist space and time using a mixture of golden-age relics and new-age weapons. Voidseekers are designed to control and exterminate large groups of enemies, and to support allies with protection and light.[/spoiler]
[b][u]Grenades[/u][/b]
Voidseekers employ a somewhat different type of grenade than what we're used to with the current subclasses. Rather than being a smaller grenade thrown at long distances, voidseekers employ 'bombs', which are heavier and have a shorter throwing range than standard grenades, along with a more pronounced throwing arc. Bombs, once thrown, take several seconds (3, to be precise) to detonate, and so must be used with anticipation of enemy movement rather than as reactionary tools.
[b]1. Smoke Bomb[/b] Creates a lingering cloud of poisonous smoke upon detonation. Deals damage over time and disorients enemies within the cloud.
Detailed Description:
[spoiler]This bomb, once it detonates after being thrown, creates a circular cloud roughly the same diameter as a titan's ward of dawn. Enemies that are either in this cloud upon detonation, or that move into it after detonation, become disoriented (blinded, in effect) and suffer moderate damage over time. The debilitating effects of the cloud are removed immediately upon exiting the area of effect.
This is, obviously, a heavily utility-oriented ability. You can throw it into a mob of enemies, or at an enemy spawn location, or onto a control point, in order to debilitate those targets and make them easier to mop up for your team.[/spoiler]
[b]2. Void Charge[/b] Places a demolition charge that attaches to any surface. The charge must be detonated by activating the grenade button a second time.
Detailed Description:
[spoiler]Unlike the Voidseeker's other bombs, this one does not detonate after a short duration. Instead, it will remain in place for a moderate duration (approximately 30 seconds) and must be manually detonated by pressing the grenade button again. In situations where grenade cooldown is sufficiently quick, or where multiple grenades are available, a second grenade will not be thrown unless the void charge is detonated first (essentially preventing you from having two void charges out at once).
The void charge, rather than being entirely utility oriented, is designed more for laying traps. This could be placed at an enemy spawn location, and detonated once enemies begin spawning, or it could be put onto a control point and detonated from a distance if the enemy begins to capture it.[/spoiler]
[b]3. Singularity Bomb[/b] Creates a vortex that pulls enemies towards the bomb before exploding in a torrent of void light.
Detailed Description:
[spoiler]This bomb, like smoke bomb, has a 3 second 'fuse'. During that 3 seconds (beginning once it hits the ground or a surface), a force will be exerted on nearby enemies which slows their movement speed and draws them towards the bomb. After the fuse time runs out, the bomb explodes.
The singularity bomb functions in a similar manner and intent to sticky grenades. It is difficult to avoid, and is primarily meant for dealing heavy damage to evasive targets. As a caveat, the voidseeker is susceptible to being pulled towards the bomb during the fuse time, possibly suffering the same fate as the enemy he was trying to take out with it.[/spoiler]
[b][u]Movement: Double Jump[/u][/b] Jump a second time after leaving the ground.
For the most part, voidseekers employ nearly identical movement methods to bladedancers and gunslingers, with the exception of their final movement perk, the "rocket boost" (further detailed upon below).
[b]1. Better Control[/b] Upgrades Double Jump for better directional control while in the air.
[b]2. Triple Jump[/b] Upgrades Double Jump with a third jump.
[b]3. Rocket Boost[/b] A high speed rocket boost that replaces double jump.
Detailed Description:
[spoiler]Rocket boost is a new movement type that replaces double jump once unlocked, similar to blink replacing glide/double jump for voidwalkers and bladedancers respectively. Rocket boost is a horizontal movement type that causes you to blast forward in the direction you are facing, and just like blink it is activated by pressing jump again while in the air. Rocket boost can propel you upwards if used while you are looking up, allowing you to reach high ledges or platforms. It has roughly twice the distance potential of blink, but is not an instant teleport and leaves you vulnerable while boosting.
Essentially, rocket boost makes vertical movement a little more difficult, but allows you to move across an area more quickly by speeding through the air. Jump -> Boost -> Land and repeat, covering large distances in a short period of time.[/spoiler]
[b][u]Super Ability: Void Well[/u][/b] Throw a bomb that detonates into a well of void energy, dealing heavy damage, slowing, and grounding enemies within the area.
Void well functions in the same manner as the Voidseeker's bombs - it is a lobbed package that takes several seconds to explode after landing. Once the package detonates, a vortex of void energy is created on the ground that damages and slows enemies within the radius (that radius being roughly twice the size of a titan's ward of dawn). The void well also 'grounds' enemies - which prevents them from using special movement types in much the same way that the weight of darkness debuff stops you from double jumping, gliding, lifting, blinking, so on and so forth. This is to ensure that, at least in a pvp setting, enemies have a harder time getting out of the area once you manage to get them into it.
Orb of Light Info:
[spoiler]Void well generates 3 orbs of light over it's duration (10 seconds) - one every five seconds. It generates 1 additional orb for each enemy killed inside the well during that duration (two for majors), to a maximum of 8 orbs, or 9 orbs with crest of alpha lupi and similar items that provide additional orb generation.[/spoiler]
[b]Modifier 1: Eclipse[/b] Allies standing within the well gain a void overshield.
Detailed Description:
[spoiler]Eclipse serves a team-support role, allowing your super to be used more defensively. With this perk active, any allies (including yourself) that remain inside the area of the void well receive a void overshield which rapidly regenerates. The shield is lost immediately upon leaving the area of the void well. The caveat here is that, typically, you want to use void well in a way which puts as many enemies as possible inside of its radius.[/spoiler]
[b]Modifier 2: Pulsar[/b] Void Well generates additional orbs of light.
Detailed Description:
[spoiler]With this modifier active, void well will generate double the number of orbs of light over its duration. Rather than 3 orbs (one every five seconds), it will now generate 6 (two every 5 seconds). The number of orbs generated by enemies killed within the vortex remains the same, at one per enemy (two for majors).
This allows the voidseeker to generate orbs of light more reliably and easily for allies, with a guaranteed 6 orbs generated even when no enemies are killed inside the well.[/spoiler]
[b]Modifier 3: Gravity Well[/b] Enemies entering the well are immobilized. Void Well's duration is decreased.
Detailed Description:
[spoiler]Rather than just slowing and grounding enemies, this causes void well to prevent all movement once an enemy enters the radius (or if they are in the radius upon detonation). They are held in place, unable to move or jump. The duration of void well with this perk active is reduced to 5 seconds, down from 15. This also means that the void well generates fewer orbs of light (only one over the five second duration, plus one per enemy killed inside the well), to offset the power of being able to completely shut down your targets.[/spoiler]
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My suggestions would be to center void well around the player, remove stalker (It would be op in crucible) and to remove void charge or explosive reserves because they would not work if equipped at the same time. Though the controls on void charge could be modified to accommodate this ability by changing it to a two button activation, preferably grenade and trigger.
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Love it!
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2 RepliesMy only problem is how would the additional grenade work with Void Charges?
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[b][u]Melee Ability: Ambush[/u][/b] An extended range melee attack that deals void damage. Ambush is a lunging knife attack that slices through your target with void light. "Extended range" indicates that ambush has twice the normal lunge distance of a melee attack, putting it at a greater range than blink strike, energy drain, or scorch, but a shorter distance than throwing knife. Ambush does the same amount of damage as a basic, unmodified melee attack (less damage than any other special melee ability), but will obviously deal additional damage to void- shielded targets. [b]Modifier 1: Pounce[/b] Doubles the lunge distance of ambush, but reduces the amount of damage it deals. Detailed Description: [spoiler]Further increases the distance of ambush, twice over. This would put ambush's potential attack distance at four times the normal melee lunge distance, still shorter than the max range of a throwing knife but putting ambush on a similar level in most circumstances. Obviously this is best chosen by voidseekers who want to close distance on an enemy or group of enemies quickly, and get up close and personal. With the damage reduction, however, this isnt going to be killing anyone who isnt already seriously injured, so it's best to follow up a pounce with some high-damage weapons fire.[/spoiler] [b]Modifier 2: Executioner[/b] Ambush deals significantly more damage to enemies with low health. Detailed Description: [spoiler]The Executioner perk turns ambush from a gap-closing, low-damage ability into something that can really pack a finishing punch on injured targets. This perk doubles the damage of the attack when used against any opponent at 50% or lower remaining health, making it more useful for finishing off majors or other tough enemies.[/spoiler] [b]Modifier 3: Envenom[/b] Ambush poisons the target, dealing additional damage over time and slowing movement speed. Detailed Description: [spoiler]Envenom causes damage over time equal to the damage of the initial attack, essentially doubling ambush's damage output but at the cost of having to wait some time before it takes full effect. The poison effect lasts for 10 seconds, dealing 10% of the initial damage per second. Obviously this would make a good choice for postmortem kills in the crucible, but it also plays a utility role when paired with perks listed further below.[/spoiler] [b][u]Class Modifiers:[/u][/b] 1. Path Forgotten: Training focused on toughness and speed. 2. Path Forbidden: Training focused on battle recovery and speed. 3. Path Unknown: Training focused on battle recovery and toughness. [b][u]Ability Modifiers:[/u][/b] [b]1. Soul Release[/b] Killing an enemy with Ambush generates an orb of light. Detailed Description: [spoiler]An obvious choice for group support, this allows you to generate orbs of light on a level nearing that of a defender titan (though not quite as good due to melee cooldown and ambush's low base damage).[/spoiler] [b]2. Backup Plan[/b] Gain a void overshield when you damage an enemy with Ambush. Detailed Description: [spoiler]Best paired with pounce, this gives you an overshield similar to the Sunsinger's Flame Shield or the Defender's Disintegrate when hitting an enemy with Ambush, allowing you to survive any repercussions they might throw at you now that you're at close range.[/spoiler] [b]3. Ikaheka's Mark[/b] Enemies you poison are marked, making them more visible to you and your allies. You deal additional damage to poisoned enemies. Detailed Description: [spoiler]There are four instances where this perk takes effect: 1. Poisoning a target with smoke bomb (Voidseeker grenade) 2. Poisoning a target with envenom (Voidseeker melee) 3. Poisoning a target with Thorn (Exotic hand cannon) 4. Poisoning a target with Ikaheka's Hooks (House of wolves exotic hunter gauntlets). Unfortunately, #4 requires you to be invisible, which counts the voidseeker out. Primarily, you're going to be poisoning targets with smoke bomb or envenom (an ambush perk listed above). Once you have poisoned a target, they are 'marked' (outlined in green and more easily visible), and you will deal additional damage to those targets with your weapons, melee, grenades, and super ability.[/spoiler] [b][u]Attribute Modifiers:[/u][/b] 1. Way of the Drifter: Training focused on all attributes. 2. Way of the Fearless: Training focused on toughness at all costs. 3. Way of the Nomad: Training focused on maximum battle recovery. [b][u]Ability Modifiers:[/u][/b] [b]1. Warped Space[/b] Increased sprint speed, jump height, and rocket boost distance. Detailed Description: [spoiler]Functions in a similar manner to the bladedancer's fleet footed perk, but rather than effecting slide distance it increases jump height and the distance you travel when using rocket boost. Obviously this is going to be most useful when speed and mobility are the most important factor, with obvious applications in the crucible or pve scenarios like the crota's end abyss.[/spoiler] [b]2. Event Horizon[/b] Increases the radius of Void Well. Detailed Description: [spoiler]Increases the area of effect of Void well by approximately 50%, making it roughly 3 times the diameter of a Titan's ward of dawn.[/spoiler] [b]3. Reserve Ordnance[/b] Gain an additional grenade. Detailed Description: [spoiler]Pretty straightforward, having an extra grenade (or bomb, in the voidseeker's case) doubles your explosive fun. This would allow the poisoning and disorienting of larger or seperate groups of enemies with smoke bomb, using void charge more frequently, or sucking in and blowing up more enemies with singularity bomb.[/spoiler]