So I know about the "leaked" classes from back in October. And while I'm not sure that I believe them - at all - I AM sure that I don't like them. They didn't seem 'good' enough to me. I've started coming up with some ideas (some taken from the leak) and was wondering what you guys think/ if you have any suggestions or input.
One of the concepts behind these classes is that they took inspiration from their enemies. The Warlock takes Crota's soul/the Hive summonings (and maybe a little Sith magic), the Titan takes jetpacks, shields, and weapons from the Cabal and the Fallen, and the Hunter takes from the cognition mesh of the Vex, as well as more advanced invisibility and teleportation (and Extra arms) from the Vex and Fallen.
[Arc] Warlock Shocksplitter: "The bolt is mightier than the blade."
[spoiler]Instead of conventional grenades, the Shocksplitter throws Zeuslike lightning bolts that explode on impact.
Grenades: Web: slows and blinds enemies caught in the weblike tendrils; Stormcloud: creates a small cloud that fires bolts at enemies that come too near;
Jumps: Glide, Long Glide, Rapid Blink: Cannot blink twice in the air and shortens the blinked distance, but blink regenerates immediately upon touching the ground; Target Blink: horizontal momentum is determined by the left stick and vertical momentum is determined by the y axis of where the user is aiming.
Super: Arcsoul: The warlock glows and rends his own galvanic soul out of his body, to be used as an assistant in combat using a copy of the user’s primary weapon type. Using the super again forces your mind into your Arcsoul which leaves your body to do nothing.
Upgrades: ICU: Tags and outlines enemies for the user to see even through walls.
Medic: When nearby, the user’s Arcsoul will constantly heal the warlock.
Lifeline: Upon being killed, the warlock will be able to continue fighting through the eyes of the Arcsoul until the super is over.
Melee: Arcwave Punch: close ranged, sends lightning bolt to nearby enemies and enemies near them.
Upgrades: Mace: Flash-blinds any enemy affected by the melee; Blinkbolt: Blink to and melee each enemy in the arc chain; Field Day: Enemies affected by the melee and non-damaging arc lightning attract nearby bullets, effectively becoming larger targets.
Tier 1: Ionize: Increases the range of the Arcwave lightning chain; Specialize: The Arcsoul can use both primary and special weapons; Ostracize: Upon its destruction (by attack, not timer), the Arcsoul will release a Shrieker-like "Banishing" Arc explosion.
Tier 2: Grease It/Grease Lightning: The activation of grenade throws is much like the Voidwalker Nova Bomb, including the increased damage resistance (though not to the same extent); Push It: Melee'd enemies will be "blinked" straight backwards from the Warlock;[/spoiler]
[Sol] Titan Trailblazer: "I came. I saw. I wasn't impressed."
[spoiler]Grenades: Firewall: Throws up a horizontal wall of fire that slows and ignites enemies that touch it; Backfire: Instead of throwing a grenade, this has a slight activation time before equipping your ghost with a miniature machine gun that always aims behind you and provides slight cover fire; Razer: instead of throwing a grenade, this has a slight activation time before equipping your ghost with a miniature flamethrower that sends a constant stream of fire forward, instantiating burn damage on all affected foes (up to three quick stacks).
Jumps: Lift; Rocket Lift: increases in speed as the lift goes on; Extended Lift: longer distance lift; Napalm Lift: a Catapult-style lift of less distance that leaves a fire burst at activation and a trail of fire behind the user.
Super: Firecharge: Summons an impenetrable tower shield and goes into third person mode. Moving forward causes the Trailblazer to charge forward, leaving behind a trail of fire and bashing aside enemies in his way. Can be a little hard to control but his jump still works as normal and he can move faster (forward) than any other class. Melee is only after a certain speed but is effectively shoulder charge.
Upgrades: Heat Wave: Pressing the super button will stop the Titan. Pulling back on it will turn him around. Doing either of these things will send forward a wall of fire, annihilating enemies in its path.
Shield Bearer: The Trailblazer and nearby allies gain a recharging overshield of the element of their subclass.
Walking Tank: The Trailblazer summons the shield to his chest, a grenade launcher to his left hand, and an LMG to his right. He's slow to move and slow to turn and he can't jump, ADS, or throw grenades, but he can mow down just about anything in his way. Melee becomes a chest bump.
Melee: Jet Fist: pulls the Titan forward in a thrusted melee, activates regardless of target existence.
Upgrades: ICBM: Increases the range and speed of the launch. Afterburner: Sets the trail of the punch and the hit target aflame. Warhead: creates an explosion at the point of impact, dealing AOE damage.
Tier 1: Ward Burn: The Trailblazer does not take DOT from any source.[/spoiler]
[Void] Hunter Nightmare: "Mind over matter; if I mind, you don't matter."
[spoiler]Grenades: The Nightmare does not use conventional grenades, but instead throwing knives that emit regional effect pulses. These knives do not deal damage but cause neural alterations.
Stealth: silently and invisibly turns off enemy detection systems except for sight and sound; Frenemy: friends appear as enemies and can be damaged as such; Phantom: false invisible enemies begin to appear to enemies caught in the blast.
Jumps: Blink, Effortless Blink: blinking does not take you out of invisibility or prevent you from reloading; Trick Blink: returns you to where you were last standing on solid ground (good for recoveries as well), increases your jump height to 1.5 times its normal; Ghost Blink: slightly increases Blink "reload" time, but your physical presence ceases to exist while blinking (can't take damage, can phase through certain walls and enemies).
Super 1:
True Phantom: The hunter turns invisible and constantly goes right back into it every time he comes out.
Upgrades: Phantom Limbs: increases reload and weapon switch speed and melee damage and speed, and reequips weapons immediately.
Phantom Memory: extra apparitions appear or nearby enemies are blinded whenever invisibility is activated.
Phantom Echo: nearby allies turn invisible and visible whenever you do/they step out of your range
Alternative to Phantom Memory: Hunting with the Pack: Summons void hounds that attack nearby enemies and void blind them upon making contact (Atheon's Darkness).
Super 2:
Second Time: The hunter creates a time trap in a radius around him. This can have several effects, including freezing enemies in time, making them invulnerable but blind; giving the Hunter the ability to "redo" the period of time upon his death (and forcing the redo for trapped enemies), or slowing enemies' perceptions of time whilst in the time trap.
Melee 1: Void Clone: Creates a phantom clone of you that blinks to and strikes the enemy before vanishing. Only activates when it will definitely hit.
Upgrades: Cursed Edge: The strike causes additional damage over time; Physical Presence: The clone has to physically move to your enemy before striking them, but can also take damage, which means it can both stop bullets and be destroyed, but he won't miss because if your enemy runs, your clone will chase him; Vanishing Act: turn invisible upon creating the clone.
Melee 2: Spirited Away: blink backwards away from the struck target. Upgrades: Vanishing Act: turn invisible upon reappearance; Single File: increases the blinked distance;
Tier 1: Predator: Crouch to turn invisible; Crosseyed: Precision kills activate invisibility; Smoke Bomb: Sticking an enemy with a grenade activates invisibility.
Tier 2: Assassination: melee from behind while invisible does significantly more damage; Black Eye: aiming with a sniper while invisible does not have a lens flare; Lead Scout: Sprinting while invisible extends the duration of the invisibility (for the duration of the sprint) and decreases the effect of movement on the invisibility.[/spoiler]
Update 1: been reading Grimoire and the Web Mine seems like a pretty good replacement for the idea behind the spiderweb grenade. Maybe just a Web Grenade though.
Update 2: Came up with an idea. For the hunter's grenades, instead of grenades, I'm going to use the commonly suggested "throwing knife" idea. They'll act as sticky grenades; those that are 'affected' will only be affected while in range of the knife, but obviously sticking it to an enemy will force them to be in it. These will also be able to be destroyed. I think this is a clever way of balancing down the Hunter grenades.
(Update 2, cont'd): Furthermore, I had an idea that I want to just run by: for the Hunter, maybe switching the super to be void wings instead of constant invisibility, with the constant (and nearby team?) invisibility, clones, and something else as just potential upgrades. Thoughts?
Update 3: I have so many ideas for these classes that I'm just going to put them all down and maybe as a community we can decide on the most balanced/best options for each class.
Update 4: Been starting on a bit of balancing down, particularly for the Hunter. Plan on revising his entire melee and jump categories. Changed the Trailblazer Super and various abilities for the Warlock and Hunter.
Update 5: Updated jumps for Hunter and Warlock and various abilities
Update 6: Changed Titan's grenades around
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1 ReplyLol, this is all wrong. Good guess tho
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1 ReplyLittle bump... still need some ideas for the Warlock and Trailblazer grenades I think
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4 RepliesNo the official super are as listed Hunter: bow Titan: hammer Warlock: storm All with the respective element.
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24 RepliesEdited by SkeletalSkeletor: 6/11/2015 2:58:44 AMI have a Idea for warlock: [b]Spirit Singer[/b] [i]Sing your song of death and rage, oh bearer mine[/i] [b][u]Grenades:[/u][/b] [i]Instead of grenades, Singers shoot blasts of arc spirits, doing tons of damage and can track targets if aimed correctly [/i] [b][u]Maelstrom[/u][/b] [i]Blasts are multipled during flight. The farther you go, the more blasts are spawned, each doing weak tracking[/i] [b][u]Soul taker[/u][/b] [i]This blast attachs on to targets, giving you their health and making them walk slower abs do less damage for 25 seconds [/i] [b][u]Akmahara's Charge[/u][/b] This blast does less damage, but fires faster and does extreme knock back on hitting. [b][i]Melee[/i][/b] [b]Akmahara's claw[/b] [i]This melee makes your enemy's movement controls flip, and slightly blind them[/i] [b][i][u]Super[/u][/i][/b] [i][b]Akmahara's Soul[/b][/i] [i]You transform into a ghost of a Akmahara, unable to move but can send blasts of damaging arc toward your enemies. This lasts for the duration of the Super, which is about 1.5 seconds less than WoD[/i] [b][i][u]Super Modifers[/u][/i][/b] [i][b]Restless Soul[/b][/i] [i]Arc blasts track enemies[/i] [b][i]Protecting Soul[/i][/b] [i]You gain a ring of arc around you, protecting you and allies from damage [/i] [b][i]Sharing of souls[/i][/b] [i]Akmahara's soul can be activated from the grave. Doing so puts a smaller, baby Akmahara on a allie which you can control and shoot, firing faster than normal but doing slightly less damage [/i] I will put up next tier stuff tomorrow, going to bed.
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2 RepliesLol they are all so OP.
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3 Repliesthat hunter subclass would be beaaaaast! haha
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5 RepliesI still would rather have the hunter box and titans hammer
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1 ReplyI don't like any of these
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8 RepliesWas reading your classes and liked Warlock and Titan, but not the Hunter. I like the idea of melee being like sort of a void spirit like melee with one option being backwards blink so you would strike with a little distance and then be out of range for a counter melee. Not to OP cause shotguns seem to be the counter to all melees. For super what would be cool is an area of effect super with the animation of the Hunter crouching and shooting out a bunch of arrows. One could cause blinding to enemies in area, Hunter gets increased agility and increased weapon damage for short time. Another could do burn damage to anyone caught in area, still blinding. The third could blind and enemies caught in area are slowed with a greater effect radius. instead of screen going white, screen would go dark though since it is void. I liked the rest of the Hunter stuff. What do you think?
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4 RepliesNew Hunter sub class: Tiger Woods - you get caught banging ugly chicks like Eris, then you split up with your ghost who takes 12,500 of your glimmer, then you suck at destiny for the rest of your life
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27 RepliesMay you explain the warlock super to me in Layman's Terms? I am confused about what the super is supposed to do
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5 RepliesLove the hunter. My main is a hunter!
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14 Repliesthe titan and hunter jumps kinda suck other then ghost blink
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3 RepliesHey guys, I really want to take another look at the Hunter melee; any ideas? It has to either cause an effect or, especially since it's the Hunter, have a special method of hitting the enemy.
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1 ReplyI love the Hunter in every way but I have a question about the super. How does it work? Does it suck enemies in? Does it like Just trap the enemy inside so they are restricted to your will? And how does the res thing work with it? The description fir it seems a bit vague. I just want a bit more info on its super.
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3 RepliesBUNGIE!!! Hire this person!!!
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6 RepliesOff topic but [spoiler]Everytime I think of Voidbow, I think Sasuke's Susanno bow[/spoiler]
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1 ReplyThat warlock is sick, I want now plz
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1 ReplySince the classes are elemental, they'll mostly likely be: Solar for titans Void for hunters Arc for warlocks. Each class has two different elements already.
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1 ReplyIf these were real, just imagine black eye(hunter)with patience and time!
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7 RepliesHunter should get force lightning as a super lol seriously though Also I think they should get a blink but not like a jump though instead like a dash kinda like how the minatuors keep warping like that and if that's too op how about that ability replaces your special melee or grenade?
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1 ReplyI appreciate the time and effort you put into these ideas. I don't know why bungie couldn't think of amazing ideas like the ones you've come up with. They are unique and I think supers like the warlock could change up gameplay a lot
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1 ReplyThis is cool
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9 Repliesi for one really like the effortles blink idea not too OP but nice things to have
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10 RepliesI think every class should have a "black eye" perk, not just hunters. That would make sniping more "realistic" since real life sniper rifles use counter measures to eliminate scope glare.
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11 RepliesEdited by Lord Headass: 6/8/2015 7:38:45 PMVoid self -rez for hunters. Crawl out of the ground to rise from the dead.