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Edited by Circadian Wolf: 8/20/2015 9:16:45 PM
17

New subclass idea: Multi-burn subclass (detailed notes inside)

Been working on this idea for a few days now and just want to post it here. I was thinking about the different classes the other day and thought "Wouldn't it be cool if there was a class that could switch between the different damage types?". And so the Multi-burn subclass was born. (Name is a work in progress, if you have any suggestions post away). Bungie if you like this idea you're 100% welcome to put it in the game, don't even worry about giving me credit. I thought it would be cool to have a subclass with different damage types depending on what perks you chose, with each perk giving you bonuses that fit the damage type. For grenades I went with grenades currently in the game, with each class having a specific type of grenades E.G. Titans have throwing nades, hunters have wall stick nades. There is one Multi-burn subclass for each class, I'll go through them and their perks below. [quote][b]Titan subclass - Templar[/b] [i]You are both the shield and the sword we wield against the darkness[/i] [b]Grenades[/b] - Flashbang grenade, Suppressor grenade and Incendiary grenade. [b]Super[/b] - Champion of light Your guardian summons a sword that functions pretty much like the sword of crota, press Y to switch to your shield which you hold out in front of yourself to block all incoming frontal damage. You cannot sprint while holding your shield, RB does a powerful shield bash that knocks back enemies. Technical aspects [spoiler] The sword kills guardians in two RB hits or one RT hit. It also has a smaller lunge and less auto aim that bladedancer, making it harder to close the distance on enemies. Less damage resistance too. The idea with the sword and shield is that you need to master them both to use the super effectively, so each on their own isn't gonna be a game changer.[/spoiler] Arc perk: Champion's Might - Slamming your sword with RT does the blade of crota super, shield bashes and enemy melees that hit your shield trigger a powerful AOE blast. Void perk: Champion's Haste - RB and RT attacks with your sword automatically blink (teleport) you to nearby enemies, your shield now projects a void barrier around you while active, making you immune to damage from any direction. Solar perk: Champion's Power - Significantly Increased armour while super is active, enemies explode when killed. While shield is active, press RT to fire a powerful blast of energy at ranged targets. [b]Melee[/b] - Iron Fist Hold RB to clench your fist and begin charging an overshield (Displayed like a regular overshield, a blue bar over your health) release RB to channel the energy into some poor soul's face via your fist (Which removes the overshield). The greater your overshield, the more powerful your melee (is a 1hk in crucible if fully/mostly charged). Charging the melee for too long will overcharge it, forcing you to melee and waste the charge. Technical aspects [spoiler]Releasing RB will activate the melee, even if there is no target, wasting the charge and removing the overshield. Once the shield is fully charged it begins to overcharge and you have three seconds before you automatically use your melee. These measures are to prevent people spamming the melee in the crucible. Simply pressing RB will do a normal melee, you must hold it to activate Iron Fist.[/spoiler] Arc perk: Static charge - While charging your melee, you periodically send out bursts of arc energy in an AOE around you. Void perk: Fist of light - When you unleash your melee there is a flash of void light around you, blinding nearby enemies. Solar perk: Detonation - Your melee now explodes when you use it, dealing AOE damage which varies in radius depending on how charged your shield is.[/quote] [quote]Hunter subclass - Sharpshooter [i]Line them up and gun them down, they'll never see you coming[/i] [b]Grenades[/b] - Tripmine grenade, Lightning grenade, Spike grenade [b]Super[/b] - Call of the Wild You crouch down to focus your senses, honing your combat skills to perfection. This super uses your primary weapon, hold LT to automatically aim at nearby targets (akin to an aimbot, only works on targets currently in your view). Press RT to fire your weapon, dealing incredible precision damage (enough for a 1hk with hand cannons in the crucible). The super ends when your super bar depletes or when you reload your primary weapon. Technical aspects [spoiler]Before anyone complains, this super isn't broken in PVP. You get no damage resistance while using it and there is a small delay between switching targets after each kill, giving it a longer multikill time than golden gun. You can still die easily to a few well placed shots so rushing large groups of enemies will only get you killed, focus on picking off individual players. When active with a damage type, your primary weapon will be granted that damage type for the duration of the super. This will override the damage type for raid, PoE and ToO primaries.[/spoiler] Solar perk: Fury of the Wild - Your weapon gains explosive rounds and firefly for the duration of the super, enemies hit by these these effects take burn DoT. Arc perk: Cunning of the Wild - You gain the ability to see and lock onto targets through walls and other surfaces. (Targets are shown in a blue outline) Void perk: Spirit of the Wild - While your super is active kills reduce the cooldown of your grenade and melee abilities, multiple kills in quick succession trigger health regeneration. [b]Melee[/b] - Last resort Tap RB to bring out a sidearm that fires a single, powerful shot at an approaching enemy. (This attack is aimed with hip fire sights, tapping RB brings out the gun and fires it in one swift motion) Solar perk: Countermeasures - Fire off a single shot from a powerful sawn-off shotgun. Is a 1hk in crucible but has limited range and is only as accurate as your hip firing. Arc perk: Disablement - Bring out a taser that fires a charged projectile a short distance in front of you. Suppresses enemies (like the suppressor nade) and deals DoT if it hits. Void perk: Your shot is charged with void light and explodes on impact, dealing significant AOE damage. Kills with this shot reduce the cooldown of your super. [/quote] [quote]Warlock subclass - Whipscorpion [i]Focus your power and strike out against the darkness[/i] [b]Grenades[/b] - Axion bolt, Firebolt grenade and arcbolt grenade. [spoiler]It's not OP if you can only use one at once.[/spoiler] [b]Super[/b] - (Need a name for this one, ideas?) Conjure a whip-like beam of light and rain blows down upon your enemies. RB unleashes a spin attack that hits any enemies in an area around you, with RT you thrust your whip forward, hitting targets from a considerable range. Void perk: Gravity whip - Using RB draws nearby enemies towards you, then strikes them and sends them flying away. RT draws enemies towards the point of impact before striking and leaving a damaging AOE field (like a vortex grenade) in its wake. Arc perk: Storm whip - Spinning with RB generates an electric field that chains arc energy to nearby enemies. RT sends out waves of energy that travel along the ground and seek targets near the impact zone. Solar perk: Flame whip - Each RB spin sends out a wave of flame around you, damaging targets as well as dealing burn DoT. RT strikes create a delayed explosion that damages adjacent targets and also delivers burn DoT. [b]Melee[/b] - Backlash Hold RB to project a shield of energy that absorbs enemy fire before unleashing it in a powerful short range blast. You can hold the shield up for about 3 seconds while it drains your melee energy. All frontal weapon fire is absorbed by the shield, however it does not block melees or explosions such as rockets. Void perk: Energy transfer - Shots that hit your shield charge your melee energy, allowing you to keep your shield up for longer. (Works like the encore perk for bladedancers). Arc perk: Discharge - When hit your shield chains arc energy to a nearby target, dealing minor damage. Solar perk: Projection - Sends out your melee blast in a wave of solar energy that travels a short distance and can hit multiple targets. [/quote] Jumps are as usual for all three classes; lift, glide and double jump respectively (No blink I'm afraid). I'm working on the other two perk trees atm and may add them at a later date. Just wanted to get this out there and see what everyone thinks, feedback is much appreciated :) [b]Other Threads[/b] Exotic buffs - [url=https://www.bungie.net/en/Forum/Post/146970120/0/0]Exotic armour buff suggestions - Hunters[/url] [url=https://www.bungie.net/en/Forum/Post/147516580]Exotic armour buff suggestions - Warlocks[/url] [url=https://www.bungie.net/en/Forum/Post/147785497]Exotic armour buff suggestions - Titans[/url] AI rework suggestions - [url=http://www.bungie.net/en/Forum/Post/94177136]The Hive[/url] [url=http://www.bungie.net/en/Forum/Post/85252020/0/0]The Fallen[/url]

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