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Edited by joelwispy: 3/28/2023 4:27:34 AM
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Dear Bungie, Elemental Objects: They Are Great! :D...... But Also I have Some Ideas

I've been thinking about the new elemental objects along with subclass abilities and wanted to share some thoughts: The new elemental objects (firesprite, void breach, etc.) are a great addition to the game, but I think they should utilize the "verbs" for each class, making them more impactful and emphasize the subclasses, instead of impacting ability energy like elemental wells did. Additionally, there should be a somewhat standard template for elemental objects across all subclasses; as of now they don't feel mechanically the same. Here are my ideas for elemental object updates: First, each elemental object can be picked up by the creator or an ally but only once (unlike orbs), similar to how you pick up tangles (interact) and not just walk through them. Next, each elemental object gives a subclass buff when picked up (in place of granting ability energies), and creates a small AoE debuff while not picked up. They can also be destroyed by anyone but will have an additional effect if destroyed by the elemental object creator or allies. Elemental objects will disappear after a set amount of time, with the ionic trace having the shortest duration since it tracks to its creator. Also, I think stasis and arc subclasses need an additional buff since arc only has one (Amplified) and stasis technically doesn't have any (only creating crystals and shards). These are my ideas for subclass buffs: - Stasis Buff - Crystalize: become temporarily (1 second) immune to all damage and cleansed from all conditions (think Kiriko's suzu from Overwatch 2 but without the healing). - Arc Buff - Overcharged: reloads all weapons and gives an increase to all ability charge rates (increases ability damage if all abilities are fully charged). What I think these changes would look like for Elemental Objects: Firesprite: -Picked Up: Grants Restoration -Small AoE: Scorches Enemies (Enemies Ignite Faster) -Destroyed By Self/Ally: Grants Radiant for self and nearby allies Ionic Trace (tracks towards creator unless picked up; creator must pick up trace or it vanishes after short time; follows around creator until picked up or vanishes): -Picked Up: Grants Amplified -Small AoE: Jolts Enemies (only if they cross the path of the trace; continues to jolt enemies as it follows creator) -Destroyed By Self/Ally: None but can't be destroyed by anyone Void Breach: -Picked Up: Grants Devour -Small AoE: Suppresses Enemies (can be consumed by a nearby Child of the Old Gods to combine debuffs) -Destroyed By Self/Ally: Grants Volatile Rounds for self and nearby allies Stasis Shard: -Picked Up: Grants Crystalize (buff idea mentioned above) -Small AoE: Slows Enemies -Destroyed by Self/Ally: Freezes Slowed Enemies Tangle: -Picked Up: Grants Woven Mail (while holding and lost when thrown) -Small AoE: None but can be thrown -Destroyed By Self/Ally: Creates Strand Explosion I think these changes would be a lot of fun, like giving devour to a solar hunter by picking up a void breach, or giving amplified to a stasis titan by picking up an ionic trace. It would also be interesting for strategy, like creating a stasis shard and deciding to pick it up for short term immunity (crystalize) or leaving it for the AoE slow debuff and then shoot if for the freeze debuff. Overall, these changes would also do a lot to differentiate elemental objects from the elemental wells they replaced. With the current state of elemental objects, I feel the effort put into creating them is not worth what we get for picking them up, especially if we miss picking them up. These changes would give them worth whether or not they are picked up.

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