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Destiny 2

Discuss all things Destiny 2.
1/20/2026 10:49:11 PM
1

...From a Filthy Casual #4

Bungie, Another entry from me on the suggestions that are crowding my brain. We will focus this entry on Titans. We will discuss adding new supers, melees, and an aspect. We may even talk about a few exotics that need an update. Let's go. Strand The Darkness subclasses need a second super and melee. For the Titan, I am leaning into the Berserker namesake and have created a super that allows the Titan to gang up on their enemies. The melee I have created will be ranged while still using the blades that the Berserker is known for. The super is called War Party. The Titan creates two copies of itself that are strand-ified (similar to the Threaded Specter aspect). However, these entities charge into battle, attacking with Frenzied Blade repeatedly. When the clone is within the proximity of a champion, ultra, miniboss, or boss, it will target them instead (priority targeting). You, as the Titan, are not in a super. You merely activate these clones and return to normal state. The clones will have an aura around them (visible like Banner of War) that grants allies within Woven Mail. Also, if the casting Titan melees the same target as the clones, this increases the damage of the melee. The clones are affected by Banner of War in that they attack faster if within the casting Titan's Banner of War (instead of simply dealing more damage). The clones count as allies for Banner of War regen values. When the timer expires for the clones (which are immune to damage), they explode in a suspending burst (like the fragment). The new strand melee would be similar to Flechette Storm but it is only one large blade, basically one of the bladed arms that the Berserker spawns when doing Frenzied Blade. The Titan thrown the blade at a targeted location to deal a ranged melee. This could cause area of effect damage, like a tangle, with slight tracking. As for charges, maybe only two (right then left). Stasis Same as with Strand, a second super and melee is needed here. I am aiming to still utilize the glacial fist used by the Behemoth. The super will make use of Diamond Lances and the melee is essentially a rocket punch. The super is called Diamond Spikes. The Titan spawns spears that are a harder hitting than Diamond Lances. The spear deals damage on direct hits, freezes the target and then breaks into three shards that drop medium-sized stasis crystals where they land. Similar to the shards that Blastwave Striders creates, only the three shards are equidistant and surround the targeted location. These do have a small area of effect at the impact site but are better suited for direct impacts, like Hammer of Sol. The Titan will gain no more than six spears to throw. As an added bonus to this, we can either create a new exotic or add this to the Cadmus Ridge Lancecap: instead of six spears, the Titan create one large Glacial Spike to hurl at a target for massive damage. Think stasis Celestial Nighthawk. The melee is a ranged punch with the glacial fist. Basically point and shoot for damage with an area of effect, freezing those at the impact and creating a burst area of effect that applies 40 slow stacks. The animation could be similar to Thunderclap. Perhaps we can allow the Titan to hold the punch to deal more damage and cause a larger area of effect (visually making the glacial fist appear bigger). Solar Solar Titans need a fourth aspect to keep in line with all other subclasses. For this, I wanted to lean more into the Burning Maul and to give it some support flair. Maul Crash is the aspect. Activate your air dodge input to conjure a Burning Maul and throw it at a targeted location for large area of effect damage and applying 60 stacks of Scorch to enemies and Cure x1 to allies within the impact site. Also, the Maul stays in place for a time, leaving a pool of Solar light that applies Restoration x1 (or just heals like a Healing Rift) to allies and can continually Scorch enemies that stay within the pool. Exotics Several Titan exotics need to be reworked. While I will not go through all of them there are a few standouts that need small tweaks to make them so much better. We will start with Khepri's Horn. While the change that was done to this exotic is great, it is still not very useful. However, this just needs one change to make it great: allow it to gain the benefits of Roaring Flames. This seems like a no-brainer addition to the exotic. I am sure it has been requested for quite some time by many of the player base. Next, Ashen Wake. This exotic has always been decent. The problem, for me, with this exotic is the damage, the interaction of the grenade and the addition of stunning Unstoppable champions. We will start with the easy. The addition of stunning champions is a complete waste. The exotic functions on grenade kills. Therefore you want player to expend their singular grenade on a target that has increased damage reduction just to stun it once. Not a good tradeoff. Now, if it had the same functionality as Second Chance in that if it stuns an Unstoppable, you get your grenade back, this would be acceptable. The next problem is the grenade itself. I cannot count the amount of times I have thrown a grenade only for it to go through a minotaur's legs or skirt around a Psion, never making contact then flying past it, wasted. While you would say this is a skill issue, we can just make this more accessible for all players that want to use this exotic to perhaps grant strong tracking or proximity detonation. I do not think there is more damage on a direct hit versus the area of effect damage. This leads me to the last problem: the damage. Instead of a flat bump, let's use that example I gave. On a direct hit, the grenade does more damage. I believe this exotic is the baseball fastball pitcher exotic. Getting beaned will give credence to the Unstoppable stunning nature and give the feeling that your fastball packs the heat that the name of the perk suggests. Lastly, I want to discuss Second Chance and Doomfang Pauldrons. We can clean these up, combine like effects and create a new exotic at the same time. This will borrow from the merge your team did a while back with Foetracer and Knucklehead Radar. Doomfang Pauldrons are already the Shield Throw exotic. I suggest removing the Void damage increase and moving the shield-piercing capabilities from Second Chance to this exotic. Also move the "Void Breach grants melee energy" effect. Doomfang Pauldrons already adds a second Shield Throw in the Sentinel Shield super, so why not have that in the neutral game too. As for Second Chance, create something entirely new. We can keep it a Shield Throw exotic and have it weaken target that are hit by it. My suggestion: borrow from Destiny Rising and make the Shield Throw lock on while wearing this exotic. Also, increase its targets from 3 to 5. Something Jölder will be proud of. This would bring some of that gameplay or for those that played Diablo, a bit of that Paladin/Crusader gameplay. Instead of giving Shield Throw an additional charge, the exotic can give 20% melee energy per target hit. If it bounces to all five, free melee. If you only hit a boss, only 20%. Aside from volatile, Sentinel really does not have many room-clearing options. That is all for Titans. I am sure I could think of more exotic to adjust but we will leave it here for now. -Colo

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