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"Voidwalker: mage (more specifically dark mage) class. they have the common life stealing aura around them"
In traditional rpgs any "necromancer class" is likely to have that kind of ability, except that they lack the raise undead or ghouls or whatever thing they're a more offensive oriented type than a traditional necromancer
"Blade dancer: assassin. being hunters, they are already very agile, and they were initially the only subclass that could go invisible."
This is the most obvious class and the first to be designed I think, and this may be the only one that fits in its entirety to stealth classes of a traditional rpg may be except for some umbalnces still present today
"Striker: brute/automaton. just look at how they are built with things such as juggernaut, and etc. Defender/sunbreaker: tank/brute class"
You basically classified all titan classes into the same type which are not
"Sunsinger: they were supposed to be the paladins, what with song of flame (and the new Viking funeral furthers that statement)"
afaik paladin ire more a support than an offensive class, but here is the curious thing sunsinger unlike sotrmcaller or nightstalker does not buff allies in the strict sense but they provide support by creating area denial effects and that resurrection thing they do, so they can be used to a different support type than a traditional paladin class would
"Stormcallers: not really sure what you could name them, as classes in RPGs have many differing names for guys like these, but they would be the crowd control class"
They can perform as support or crowd control, depending on the perks used
"Nightstalkers: also assassin class I guess?"
Nope, area denial, crowd control and support
"Look, what I'm trying to say is that each of the subclasses and their abilities already have the traits of RPG classes. Bungie just needs to hone in on them."
Yes and no, yes because it would be almost impossible to find an element that doesn't fit into a traditional rpg lore, no because the world they're creating is so limited right now that they can't improve anything without finishing the environment first
"But bungie has learned from their mistakes (slowly but surely no doubt) they implemented etheric light in HOW, and now we have infusion here in TTK. They are honestly getting better through trial and error. And if anything, this system seems to be the best. In year 1; if an enemy was 1 level higher than you; they'd have a 30% increase in about everything."
Reforge was the antecedent of infusion, and it allowed the "selection" of desired perks on a gun but required grinding, I understand they removed this in spite of "letting players test all different perks available in different combinations" for the same weapon, but was incredibly tedious, infusion is good for one thing and one thing only: light level, you still have to grind for an optimal perk combination.
It is important on a PvE game that low leveled areas remain somehow "important" to high leveled players, that's why they fixed the level gap implementing current level enemy spawn points (i.g wolves, now taken, soon siva)
"When it has come to guns in this game; many of the nerfs have only come from the pvp community. (And let's be honest, a few of them needed it). and then a few tweaks for the god weapons (IE: fatebringer, VOC, ghorn, icebreaker, black hammer, etc)
But again; if bungie implements a system where there is no right op answer. But rather, where everything has its own pros and cons, nerfs for guns will dissipate as well."
Unlikely all games have their op weapons, thats unavoidable, problem is that they're so focused on weapons and abilities than they have completely forgot about the rest of the gear, looking for answers for balance there can be a little most succesful and well accepted than nerfing everything.
And just for a final note on this post, the way I use to classify subclasses in Destiny is by the performance against a mob being:
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[b]BladeDancer[/b] Crowd control, snipe support
[b]GunSlinger[/b] Critical objetive takedown
[b]NightStalker[/b] Crowd control, area denial, team support, enemy supression
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[b]Defender[/b] Team support, area denial, enemy supression
[b]Striker[/b] Critical objetive takedown, area denial
[b]SunBreaker[/b] Crowd Control, area denial
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[b]StormCaller[/b] Crowd control, team support
[b]SunSinger[/b] Crowd control, area denial
[b]VoidWalker[/b] Area denial, critical objetive takedown
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