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Destiny

Discuss all things Destiny.
Edited by AnonPig: 3/29/2015 12:49:55 PM
17

Fourth race class and third subclasses and you

First let me say I know the third subclasses have supposedly been leaked, but I'm going to put a link from the previous, preleak post I made about them. [b]edit 11/26 p.4 noticed the link was incorrect here's my old post third subclasses are a must[/b] [spoiler] So these need to happen I feel we can all agree on that but they need to happen right. Agree or disagree the classes are for the most part balanced, but with these additions it will be completely balanced. Rules to subclass-must be long-range close range and support, also must be void arc and solar. Now I'm sure you see what's missing.  Hunter-support void titan-long range solar warlock-short range arc Hunter: Shadow Shifter  (this is a void support subclass for Hunter the name is my interpretation based on how hunters are named) Grenade: 1:A void implosion grendade 2:A burst of smoke that blinds enemies in the smoke for a short period of time 3:circular proximity triggered grenade, so when someone steps into it's range it explodes upwards in the circle. A small chime will gp off and the closer to the center you are the more damage is done.  Jump: 1: faster double jump +1 agility  2: greater double jump 3: blink Super: shade (I'm sorry I don't remember who proposed that name) -The super creates a mirror image of yourself that copies your movements, but when it's shot it disappears and can be positioned front left right or back by use of the dpad (dance and other actions are disabled for this to work) 1: shade doesn't disappear immediately(has a fake amount of health equal to quarter of yours) 2: blind player who destroyed the shade 3: cause void dps 7/sec for 3 seconds to player who destroyed shade Melee: unleash void damage in a melee strike 1: reach-increase distance void blade can be used from 6m to 9m 2: void steal-kills with void blade replenish health 3: blinding strike-enemies hit with void blade can't see I just want to justify the blinding affect, for enemies I feel they would either have the oh he went invisible reaction or if preferred wild spray for realism. Then there's just stats and passives which I would just end up making too OP so I'll leave those out  Now onto what I'm extremely excited about, the titan. I don't play as one but my God the more I thought about this the more I loved it. You may be ready to become legend but are you ready to become a knight? Knight: solar long-range titan (I named it this because a knight is known to use a lance) Grenade: 1: a solar grenade that latches to anything casting out a burn dps at 7/sec for 3-5 seconds, I don't know what it should be yo not be OP (affects you again when the initial burn stops)  2: a massive radius (larger than any currently in-game) of solar damage burst out on impact (for PvP)-direct hits cause enough damage to kill radius flames are equal damage throughout but not enough to kill  3: solar spikes shoot out on insist Impact in all directions (in PvP)-direct hits kill and send spikes out in a sphere of all directions. Spikes don't fall back down. Super: Solar Lance -Super gives you the lances to throw dealing solar damage at enemies(sounds like golden gun I know but hear me out) these projectiles have velocity like rockets, but don't think they're slow either. 1: strong arm-increase velocity of thrown lances 2: by sacrificing a lance and gain ground quake when the lance strikes, either enemy or ground, it causes a radius of knock back for everyone around it disorienting them. 3: by sacrificing a lance gain light the way. This causes a stream of solar energy to follow the path of your thrown lance, enemies that pass through get a burn dps equal to the grenade previously. Melee: initial melee is a solar punch 1: cause a burn dps equal to half the grenade previously  2: lumbering fist-a slower but more powerful melee attack (maybe something like cocking the fist back first)  3: flame riot- activated like a hunters throwing knife, when there's enough distance you throw a flame that travels the ground in the thrown direction. And last but in no way least is the warlock subclass, arc master. Arc master: warlock close range (I choose that name because warlocks always have their element or something that represents their element in the name) Grenade: 1: an arc damage grenade that goes off much like a frag grenade would (maybe even make it cookable? Too CoDy?)  2:power surge-an impact grenade that immediately wipes out the shields of enemies 3: a proximity activated grenade that when triggered shoots lightning an various directions, can be planted anywhere has a timer like the proximity mine for hunters Jump: as I said these are really copy pasted so a collection of previously stated warlock jumps? (I do apologize if that seems lazy)  Super: arc staff  This super is a close range arc super. Summoning a staff to channel your magic through you swing out waves of arc energy. Each swing takes from the super energy otherwise left alone it will slowly deplete. Also, while jumping with this super activated you can hit *melee* to do a ground smash.  1: wide spread-wider swings allow for more of a window to kill 2: large current-hitting an enemy with the arc staff can chain a bolt of lightning to nearby enemies for additional damage 3: super charged- your recovery becomes super charged and will start to heal you in seconds (so shoot fast and take them out, don't let them get behind cover) Melee: deal arc damage to your enemies (this subclass animation will feature the staff for melee attacks) 1: over - melee attacks knock enemies back (does not work of majors our ultra)  2: wave length-melee deals arc damage at an increased distance 3: arc chain-meleeing one enemy can chain to a nearby enemy, chained enemies must be within 3 meters and get 25% less damage each time it chains can not chain back to someone who has been So please give me your feedback take the poll, I'm sorry if you are seeing this for a second time something went wrong, I'll make edits using bold text as necessary to improve upon the classes [/spoiler] There are four friendly races that we know of, humans, awoken, exo, and jovian (xur) this leads be to believe if there was ever a fourth race to play as it would be jovian. The reason I think there will be a fourth class type is the guardian insignia to the left in the picture above. Each class has a symbol and each are in the shield. There's four spaces but only three used, and as I said before four friendly races. The fourth class could be a druid class. One subclass being team healing arc support the second a long range solar dps and the third a close range void necromancer class summoning the last enemy killed (non major version) I'll edit these three classes to be more on depth like my other third subclass theory if it's wanted. [b]edit 11/25[/b] Hopefully by tomorrow I will have a fully planned druid three classes, and I'll add them on here for further feedback. [b]edit 11/25 p.2 The worshipper subclass[/b] [spoiler] The druid class(name available to change). A class that's meant to deliver a wide spread of play styles. Featuring: the worshipper, the rejuvenator (please give me a better name), and the mancer subclasses. Worshipper: A solar long distance subclass meant to deal devastating dps to enemies. Grenade: 1: a vertical spire sent to the heavens offering the sacrifices within it 2: dps sticky, three sticky bombs thrown at a group latch on to one target each dealing solar damage for a period of time 3: Lord's eye: a grenade that detonates and rises into the air casting down the harsh sight of the Lord burning enemies in the area Jump: These are pretty cut and dry so I'm sorry for monotony. 1: raise: lift pleasantly into the air start your first jump 2: urgent raise: lift quickly into the air 3: controlled rise: have more control on your raise 4: flare (see titan) Super: wrath Send a whirling fire storm towards your enemies, causing devastating solar dps to nearby enemies 1: increase the distance of the tornado 2: increase the width of the tornado 3: increase the dps of the tornado Melee: sceptre smack 1: deal dps solar damage 2: when you recieve a melee attack deal dps solar damage 3: throw your sceptre [/spoiler] [b]edit 11/26 p.3 rejuvenator[/b] [spoiler] Rejuvenator (please give me a better name) The rejuvenator is meant to be there right when the team needs then most to save them from the brink of destruction. Grenade: 1: leech: a health stealing grenade, if stuck steals more health (a later ability makes it so if your health is full it makes a shield) 2 resistor: stops recovery of enemies in radius of explosion 3: sticky grenade that deals constant arc damage in all directions for a period of time. Jump: 1: double jump 2: higher double jump 3: stablized current: better control 4: surge: higher double jump faster Super: recharge Beyond maximizes recovery of near by allies 1: over charge: dealing or receiving arc damage causes you to discharge an arc blast in all directions 2: extender: increase range of effect 3: battery backup: gain a shield that recharges at the rate of recovery Melee: sceptre smack (arc) 1: need input for two melees 2: 3: static: meleeing an enemy drastically slows their movement. [/spoiler]

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