So I was thinking about how we could make new subclasses without having to deal with the whole "it's not a form of light, we can't use it's power". So I thought "How about evolutions or alternate versions of current supers?" So I made one up for the Defender.
Sentinel:
"Be not the sword, be not the shield. Be both."
Grenades:
Link Grenade-Attaches to an enemy and sends out a tether to another enemy. The two are then dragged together and explode.
Warding Grenade-This impact grenade gives a temporary overshield to any allies caught in its explosion, while doing small damage to enemies.
Blindspot Grenade-Creates a wall of solid void light that can't be seen through and slows whoever walks through it.
Melee:
Voidburst: Engulf your target in void flames that do damage over time and small amounts of damage to other enemies that get too close.
Melee Upgrades:
Eternal Burn-Increase the length of the DOT effect.
Like Wild Fire-Increase the range the void flames can reach to do damage to other enemies.
Grand Finale-Enemies killed using Voidburst explode.
Super:
Warrior Of Dawn: Carry a void shield and mace across the battlefield and crush your foes. Hold L2 to hold up your shield, preventing damage to yourself but using up super energy and stopping you from moving. Press R2 to swing your mace.
Super Upgrades:
Tank-Allows you to slowly walk while holding up your shield and decrese the amount of super energy consumed while doing so.
Reach: Transform your mace into a broadsword and increase the range of your swings.
Devastation: Holding down R2 and releasing causes your Guardian to slam your mace into the ground, causing a shockwave of void energy.
Subclass Upgrade Set 1:
Overkill-Secondary Weapon kills increase grenade recharge (stacks for 5 seconds) and grenade kills increase weapon reload speed for 7 seconds.
Battalion-Melee kills increase the super recharge for nearby allies.
Adrenaline Shot-Precision kills while your super is charged have a chance to produce orbs of light for your allies.
Subclass Upgrade Set 2:
Shield Boost-Increased Recovery while holding up your shield using your super.
Mediaeval Fighter-Increased Armour while swinging your mace using your super.
Cavalry Charge: While you Super is charged, Agility is increased for you and your allies.
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I would only use this subclass.
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3 RepliesThere we go expanded subclasses none of that ice, blood, edgy, poison, or wind ideas.
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2 RepliesLol we need some ice subclass guardians
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4 RepliesI saw L2 and R2 so I downvoted.
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Bomp!
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2 RepliesEdited by Janus-073: 8/30/2016 6:21:03 PMI like it! In fact the best way to implement this would be by using either a special artifact, class item, or even an exotic ghost shell which would alter the subclass abilities when equipped.
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I've liked this idea for a while. Expanding/upgrading current subclasses rather than adding new ones. Good stuff!
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1 ReplyThis would be so dope. Make some for each of the other sub classes!
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1 ReplyI was thinking about adding a disco ball inside the bubble, so when enemies enter and are distracted by it it'll explode
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I'd love to see it in the game but it's bungie. They won't even look at it much less consider putting it in the game. I love the idea with all my heart though
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I want a defender node that allows me to place a flat wall of Ward of Dawn. Imagine being able to place a WALL in the Shores of Time cave, completely blocking snipers Or right across the enemy's end of sniper alley in Pantheon Or slap in the middle of the road on Memento Or in any other lane where you don't so much care about what is behind you. Maybe Helm of Saint-14 still works on enemies who walk through the wall... This would be in the same node tree as armour/weapons/blessings. Obviously this stops your own team from counter sniping, but it would for the duration of that super let you dictate a change in the flow of the map or completely screen off a tricky angle so that you can make an advance. In PvE it would be great for screening off bosses whilst providing open lanes to the sides to fire at minions. Or for putting down a wide enough ward that a whole horde gets hit by Saint-14.
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2 RepliesI'd much rather have the ability to collapse the ward of dawn creating an extreme force barrier for you. Obviously not indestructible, but like 15x force barriers max strength.
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4 RepliesEdited by Surprised Brony: 8/29/2016 11:27:53 PMI'd like the mace to be a spear instead. Melee all you want until your energy depletes, or throw your spear, instantly depleting your super but it would have aggressive tracking and high damage output if thrown. No splash damage. For those moments when you need to shut down another super to keep your streak going. Obviously, this would give more of a Greek vibe so some ability names would need to be adjusted to match.
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4 RepliesEdited by ZoniCat: 8/29/2016 5:51:01 PMinteresting idea, but not much 'build' potential. Abilities don't really work with each other or can be used together to create cool plays. plus this doesn't really act as a support class, all-thought I must say the super idea is very cool. also: The grenades seem more fit for hunters, and the melee seems more fit for warlocks. I'd recommend having a melee that brings up a barrier shield (just like the striker titan juggernaut but you can can shoot with it active) upon killing an enemy with the shield. melee's can go through the shield. for the grenades, maybe a cool twist could be grenades that do small damage but have supporting effects? maybe things like: Warding Grenade: Sticky Grenade: Deals small damage to enemies (not enough to kill an enemy player in crucible, even when stuck) but grants allies in it's explosion radius a small overshield. Allies stuck with the grenade receive a full overshield. You can also get an overshield if close to the grenade when it detonates. Barrier Grenade: Creates a small wall that nobody can shoot through, but can walk through. (functions the exact same as ward of dawn (even health wise) but only lasts for 6 seconds. Lunar Grenade: DoT Grenade: Deals small damage to enemies standing inside of it, but allies standing inside of it get an overshield at double the rate enemies take damage at. The overshield slowly degenerates when standing outside of the grenade.
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Idea for the link grenade in Crucible. Perhaps it can be a sticky grenade, so if you stick a solo guardian, it remains on them until they die or get close enough to another guardian to activate the link. Perhaps damage would be similar to Arcbolt, but would slow them somewhat when linked.
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7 RepliesEdited by LaudableMite206: 8/30/2016 1:36:43 AMReally good job! Just a few questions: Would link grenade OHKO? Because I think that would be to op. It should do a fair amount of damage, the main thing would be drawing enemies together for an easy double kill. And will the void wall thing do damage?Also, the speed of the super has to be really slow. If they were running it would be too easy to use. Finally, I think the perk where they can generate orbs with precision kills had to have a very small chance of happening. Like 1%.
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5 RepliesWas going pretty damn good until the shield and mace. Don't get me wrong, I'd want one, but I couldn't cope with the 'criing everi tim' shit.
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3 RepliesWould have rhis any day ovee regular class #PleaseDestiny2 Have this
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1 ReplyAll rad ideas. Plenty of them can easily be integrated into the game. Nice work!
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1 ReplyHey, I came up with something similar to this, just with Sunbreaker, Bladedancer and Voidwalker. The subclass evolution, I mean.
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1 ReplyI like the idea. Some of the grenade seem to give off more of a Hunter vibe but I still love the idea. I hope you make some for the other subclass, keep it up :)
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2 RepliesGood stuff! I am just wonderimg how another roaming Super would be received. I really like the idea, as Titans are the only one with only one roaming Super. Maybe not call it Warrior of Dawn, maybe too much resemblance to Ward of Dawn.
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1 ReplyBump I like it.
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7 RepliesThis sounds like a great idea, although the blind spot grenade would be pretty wierd to use
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1 ReplyBump for Stormcaller Evolution