Here's my idea for a darkness based warlock subclass.
[u] Witch doctor[/u]
[u]GRENADES[/u]
[b]Swamp gas[/b] - releases a cloud of toxic gas that slows and damages those trapped inside
[b]Bloatfly[/b] - Attachable grenade that drains grenade, melee, and super energy from its victim and transfers it to you
- (does not deal actual damage, absorbs 10% of super energy and 50% of grenade/melee energy)
[b]Occulus[/b] - spawns a orb that fires projectiles at nearby enemies untill it is destroyed (basically an Acolytes eye, lasts ten seconds)
[u]Jumps[/u]
All standard warlock jumps (balanced glide, increased control, etc)
[u]Melee attack[/u]
[b]The sickness[/b] - Damages enemies over time and obscures vision (similar to effect from taken captain orb attack)
[u]Modifiers[/u]
[b]Plague[/b] - Increase duration and intensity of the sickness
[b]communicable disease[/b] - The sickness spreads to enemies in close proximity to the target
[b]incubation period[/b] - The sickness symptoms activate randomly during the targets next life (melee attack only does base damage, does not deal sickness symptoms initially. ideal for elimination game modes)
[u]Super[/u]
[b]The ritual[/b] - summon a minion of darkness to aid you in battle (summons a random major of any enemy type, minions live 45 seconds or until dead, Enemies killed by minions generate orbs, minions stay in relative proximity to the summoner)
[u]Modifiers[/u]
[b]Aid of the abyss[/b] - summon an additional minion (minions live 30 seconds, or until dead)
[b]Plague rat[/b] - your minion infects its targets with the sickness
[b]Dark power[/b] - your minion spawns with an overshield
[u]Codex[/u]
All standard warlock ability codex's
[u]Tier one additional perks[/u]
[b]The sacrifice[/b] - at the cost of grenade and melee energy, your minions live longer (minions live 60 seconds)
[b]Corpse explosion[/b] - Enemies killed by your abilities explode and spread the sickness
[b]Wall of darkness[/b] - press O,O to summon an inpenetrable wall of darkness (Same as shield summoned by hive knights, lasts 5 seconds, has a cooldown of 10 seconds, has a summoning animation, deals no damage)
[u]Tier two additional perks[/u]
[b]The offering[/b] - when minions are killed in battle they spawn orbs for you and your teammates
[b]Sadist[/b] - movement speed is increased while enemies are infected with the sickness
[b]Good juju[/b] - Standing near a minion increases your discipline and strength stats briefly
What do you guys think? any feedback would be appreciated
EDIT: edited for clarity
English
#Destiny
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2 답변I told the Witch Doctor I was in love with you. OOH EEH OOH AH AH TING-A-TANG WALLALALA BING BANG!
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Rather interesting. I actually like this quite a bit, but the random activation melee isn't all that useful. I would also change the summon super to be more role intensive: - A perk could change the kind of summon. -summon a phalanx that guards an area -pack of thrall that actively chase targets and overwhelm -Two cursed thrall for high damage
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I think overall this is a great idea, but there are a few things that need to change. I main a warlock but I have a Titan and hunter and the first grenade acts way too much like smoke with the envenomed perk. Also the perk for the Melee that makes the effect activate on the targets next life may be helpful in PVP but it is useless for PVE and may not even help much in PVP so I would suggest scraping that perk and creating a new one so it would be a tougher decision between the perks.
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1 답변I would like to see something like that, though a question perhaps: what would the symbol for "darkness" be ( solar=flame, arc=blue spinning disc, void=purple swirling circle, Darkness = ?)?
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6 답변작성자: The_Hunted 12/29/2015 6:39:44 PMMy idea for a hunter version, feel free to make any suggestions you want. Satanist (obviously needs to be changed lol) [u]Grenades:[/u] [b]Pentagram[/b] - Summons a pentagram where the grenade hits (if it hits an entity or player it summons directly at their feet), and after a one second delay, a column of fire explodes upward, dealing massive damage (enough to kill in pvp, because you had a whole second to get out of it, you idiot.) [b]Demonic whirlwind[/b] - Homing sticky grenade. When it hits a target, it deals light damage and summons a vortex beneath them, which lifts them up slightly into the air and holds them there for 1.5 seconds. [b]Ring of Fire[/b] - Acts like an incendiary or flashbang grenade in its bounce and fuse mechanics. When it explodes, it creates an expanding ring of fire, which deals moderate damage and makes the area it has covered unpassable. The area is around the same as a vortex grenade. [u]Jumps:[/u] Standard (no blink) [u]Super:[/u] [b]Cleanse[/b] - Summon an expanding cone of fire in front of you, that deals a massively damaging DoT to anyone inside. You stay still for the duration of the super, and must face in the same direction as the cast direction. The cone's angle is roughly 30 degrees, it reaches 2/3 of the way across the Rusted Lands map (horizontally, between A and B, C). It takes 2 seconds for the cone to expand to this size, and once it reaches it it persists for 2 more seconds. [b]Eternal torment[/b] - Persists for 2 more seconds. [b]Assimilation[/b] - DoT damage increased slightly, travel time decreased, a weak DoT persists after target leaves the cone. [b]Devil's tongue[/b] - You can slowly move your FoV and thus the direction of the cone while channeling. [u]Melee:[/u] [b]Sinner's wrath[/b] - Deals normal melee damage, applies a weak DoT, and blinds the target for 1 second. [b]Purgatory[/b] - DoT lasts longer. [b]See no evil[/b] - Blind time increased to 1.5 seconds. [b]?? (name please?)[/b] - Deals minor knockback. [u]Stat bonuses:[/u] Standard. [u]Tier one additional perks:[/u] [b]Conflagration[/b] - Target's killed by a DoT explode. [b]???[/b] - Getting a kill with an ability gives a 5 second agility boost. [b]???[/b] - Enemies within the Cleanse are blinded. [u]Tier two additional perks:[/u] [b]Sinner's curse[/b] - Sinner's wrath creates a Demonic Whirlwind under the target instead of blinding them. [b]The deadliest sin[/b] - Dying while casting Cleanse causes you to explode, dealing massive damage to everything around you. [b]???[/b] - Casting Cleanse gives you an overshield. What do you guys think? Also, great job. I love your idea.
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작성자: AurumPrimavera22 12/30/2015 5:00:19 AMHow about change the Super to [b][u]Necromatic Aura[/u][/b] [i]Drain the lives of your foes and feast on their blood[/i] An aura pierces through walls and such and drains health at a rate that when you drain from one person, you're practically invincible because it drains so fast. (PvP) Only sniper headshots, shotgun headshots, Supers and Teamshooting has a chance to kill you. You do damage at 150DPS, 3 ticks of 50 with a 15m radius. (30% resistance) [i][u]Perk switches[/u][/i] 1.) [b]Vampirism: You do less DPS, but drain significantly more health[/b] 2.) [b]Deathly Mist: You absorb much less health but do increased damage (200DPS) and gain a slowly regenerating overshield (+10% damage resist)[/b] 3.) [b]Ascension: when killed in your Super and NOT having KILLED anything, you resurrect in an invulnerable mist that lasts long enough to run out of range of those pesky rez snipers! (Activate with Super button prompt on death, your melee does 75% of target HP or 6k dmg cap)[/b] [b][i][u]In the super, you constantly hover and have black and green tendrils around you. You are slowed by 75% but can use a Blink variant to move quickly every second. No X-times cooldown, just constant Blinks with a one sec cooldown [/u][/i][/b] The Variant would be that you explode in a non-damaging red and black tornado or you mist in with a black and red fog
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16 답변작성자: Bump 12/29/2015 8:11:55 PMLooking at this, I thought I would come up with an arc subclass for the Hunter Description: Mind is the plan. Body is the action. Arc is the medium. Type: Arc Grenades [u]Shackle Grenade[/u]: Summons a floating ring of electricity that restricts the movement of the target and then closes, creating an arc explosion [u]Volatile Grenade[/u]:Grenade that creates a large arc explosion on impact with any surface. Does bonus damage when hitting a target directly [u]Charge Grenade[/u]:Creates a pool of electricity that slows the movements of enemies, and gives the user a buff called "Charged" that stacks up to 3 for each enemy that goes into the electricity. The buff makes the next grenade the user throws creates a powerful blast, that deals more damage the more the "Charged" buff is stacked Super [u]Overcharge[/u]: Massive amounts of arc energy are infused into the body of the user, increasing the speed their muscles can operate, allowing them to move and react much faster. This state lasts for 10 seconds, during which the user may not attack, and recovery speed is slowed. [u]Discharge[/u]: Press r1 during overcharge to unleash a massive blast of electricity at close range that damages multiple enemies at once. Using this depletes a large portion of the user's super meter (Around 3 seconds in time used) [u]Overtime[/u]: Overcharge lasts 15 seconds instead of 10. User moves significantly faster but health regeneration is restricted. [u]Short circuit[/u]: A burst of electricity is released at the end of Overcharge's duration, giving the enemies around it a "Petrified" Status (Petrified is explained with the melee ability) Melee [u]Zap Edge[/u]: An close range attack with a knife charged with electricity. The enemy hit by the strike has a "Petrified" status, and cannot use their weapons or move for a short period of time. [u]Sap Charge[/u]: hits with Zap Edge restore health and have a chance to give the user an overshield [u]Spark Charge[/u]: Energy from a hit with Zap Edge creates an explosion that Petrifies more enemies. [u]Extreme Charge[/u]: Zap edge can be used twice in succession and does increased damage. Cool down time is doubled. Stat mods 1: Standard Tier 1 perks [u]Insult to injury[/u]Petrified enemies have weakened defenses and take damage over time. [u]Energetic flow[/u]Overcharge cooldown is greatly reduced when the user's health is full [u]Magnetism[/u]: Grenades track towards their enemies and have a larger area of effect Stat mods 2: Standard Tier 2 perks [u]Emergency Provisions[/u]: Health is restored to full and grenade and melee are fully charged once Overcharge is activated [u]Blast Zone[/u]: Grenades have a chance to petrify enemies [u]Shock Therapy[/u]: Using overcharge while an ally is dead will bring them back to life, regardless of timers or location on the map. If there are multiple allies dead, the closest one will be revived. Edit: Changes to overtime and discharge perks, as well as overcharge description
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I like it all except the super and I'm iffy about the melee. Melee night be a bit over powered, and super might be under powered. AI are dumb. I think an AOE timed super would be cool. How about this. .... Super: swamp lands- covers area in toxic gas that slows and blinds enemies, and grants a shield and or toxic bullets to those in the swamp.
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I want priest. A healer class. Super-aura of truth- allies inside your aura gain large buffs (health, damage, ect. Depending on perks) has the ability to revive allies from much farther away, grenade creates a shield, healing ring, ect. Melee is like a force push (minimal damage, but launches enemies 10-15 feet back)
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1 답변One change: Occulous has too long a time if it functions like an acolyte eye. Maybe make it 5-6 seconds, and an exotic would then increase it to 10 seconds.