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《天命2》

討論《天命2》的所有事情。
由NisgasFlow編輯: 2/27/2022 12:39:26 PM
1

New Subclass Concept - Corruption

Hello. I've created a fanfiction subclass for destiny 2. I don't intend for it to be Bungie level serious but I think it's serious enough and doesn't stray far from the game "fantasy" (I think at least) that can at least give some inspiration to Bungie (if they ever see this post -__- and if they ever think on doing a DoT focused subclass) Bungie, feel free to use this at your will. I'm just one simple person with big dreams ;D Hope it's not too complicated and boring to read and criticize at your leisure. [i]My Vision: I intended to create a subclass that focused more on DoT control (focus on DoT's and not as Crowd Controller as Stasis) which rewards teaming up with other Corruption players and that forced players to play more close quarters to reap the benefits of the subclass' core gameplay. Classes cannot experience all the gameplay originally (just like invis, overshield and devour for Void subclasses) but can create a versatile build if they want with fragments. EXPECT UNDERPOWERED SUBCLASSES IN PVP maybe?[/i] [b]Writing Notes:[/b] "combatants" - means, just like in Bungie wording, PvE enemies "rank-and-file combatants" - Red bar enemies "[abc...]" - an effect that it's better changed, might be unbalanced or just not worth it, but not totally sure since this is just theory-crafting "[b][i]Abc...[/i][/b]" - makes reference to the new gameplay effects that come with this new subclass - at least was what I intended to do but of course that I'm just about to hit max character limit and ADDING BOLD/ ITALIC ADDS 7 CHARACTERS PER WORD/PHRASE "health" - all of player and combatants vitality pool "combatants' shield" - combatants elemental shield (arc,solar,void) and Barrier Champion's barrier [b]Core Subclass System Notes:[/b] Decay (debuff) - DoT effect over a short duration, can stack (more decay damage = more stacks = more max duration) At max stacks, receiving decay spreads max stack decay to nearby enemies but with equal duration (While shielded, combatants don’t take any decay damage) Hex (debuff) - Removes and prevents overshields and refreshes decay max duration. Lasts [3]s without the presence of decay. When both hex and decay affect a target, increases decay damage and allows it to ignore combatants’ shields Transmutation (debuff) - Combatants are marked and damaging transmuted enemies grants health to the attacker. [Killing transmuted targets fully heals you] Chain (debuff) - Locks the target in place with chains (not gonna be overpowered in PvP since Bungie can just decrease its duration and it also still lets you riposte) and makes (non-boss) combatants impervious to death. Combatants destined to die no longer attack (=combatants can still take damage but they only die after the chain effect ends, and if they took enough damage obviously) ATTENTION: dealing enough damage to kill a chained target counts as a kill but still lets effects that proc on damage to happen after it is destined to die [b]Grenades:[/b] Plague Grenade - Create a cloud of gas on impact to the ground that [prevents jumping and] continually inflicts decay for a short time Shackle Grenade - Explosive grenade that damages and chains targets in a large radius Transmutation Grenade - Conjure a magic circle that inflicts transmutation on impact and periodically damages targets inside [b]Hunter - The Trickster[/b] [i] “Unexperienced thrust into war. Cowards bend its rules. How about we?.. Ah… We stay out of all the chaos… and still win” My vision: I intended for Hunters to be, at its core, to be a glass cannon single target dmg dealer with escape some options, with a roaming Super complementing its flaws in crowd control (and lack of roaming Supers)[/i] Super: Pain and Torture - Summon two chains that let you melee your targets for massive amounts of [b]decay [/b]or spin around you to damage enemies nearby. Send waves of [b]hex [/b]and [b]decay [/b]on command Melee: Chains of Torment - Lash out with your chain against a target. When used in mid-air (sort of) halts you in place until the end of the animation Press: With full melee energy, use 1/2 melee energy to lash your chain and [b]decay [/b]your target. Whipping 2 times in a row makes your 2nd attack deal increased damage to already [b]decayed [/b]targets Aspects: Shedding Skin - Dodging leaves behind shed skin which taunts (non-boss) enemies and [b]decays [/b]nearby enemies periodically. When the skin deteriorates, or gets destroyed, inflict hex on nearby enemies Threat from Above - While in mid-air, hitting an enemy below you with your 2nd chain attack thrusts you to it, slamming and hexing nearby foes Corrosion - Inflicting decay on enemies already afflicted by max stacks instead deal instantaneous damage [b]Titan - The Reaper[/b] [i]“A kid once told me that a great ghostless Warlock once said “Nothing is created. Nothing is destroyed. Everything is transformed”. Of course I didn’t believe it… but I had to test the theory“ My vision: For Titans, I intended more close-quarter survivability than its brethren - Void overshield - and still focus on team play. It takes the best out of Stasis and Void to create great support to your team without needing to actively use your abilities to help your teammates (In other words. "If you want heals, my friends, they are right there for the taking. Too busy killing my enemies to babysit you").[/i] Super: Hive Lantern - Slam a corrupted lantern on the ground that continually decays and chains enemies who enter its radius. It feeds of enemies' life force to rally yourself and allies in a large radius with decay rounds on their weapons and abilities. (To be more clear on this: this is not a "Ward of Dawn/Well of Radiance save your super for the boss" thing. Doing decay damage doesn't do more damage, it just increases the duration - and spreads it. So it's only beneficial for boss damage if there are Hunters with Corrosion Aspect or if there's no reliable way to continuously hex the boss) Melee: Frontline Degradation - Strike your foes with a normal attack. After that, holding the button then lashes your lantern through the ground that pushes targets away and sends a wave that chains and decays. Aspects: Reaper’s Presence - When near rank-and-file combatants affected by chains, halt its duration and receive healing when those enemies take damage from any source. Nature’s Pack - When your Tower Barricade takes damage, heal all allies behind it. Rally Barricade periodically pulses decay damage to nearby chained or transmuted foes Fated Opportunity - Consume a chained target, that was destined to die, converting your next thrown grenade into a Transmutation Grenade (just like Forerunner's catalyst) [b]Warlock - The Deathlock[/b] [i] “If you had all the weapons in the world. I´d still win. Dead can’t pull a trigger. Hmm… I should look into that lat... Dead? Already? Ghost, remember me to increase critical health decay on enemies by 3,46 sec” My vision: With Warlocks, I aimed at a more malleable debuffer, helping your team on all fronts and being able to more flexibly build and complement any spot in any team without having the full firepower of more focalized roles and without feeling less powerful or boring. Its Super greatly enhances the potential of the chosen build (and a great Super that SHOULD HAVE COME BACK BY NOW, Bungie)[/i] Super: Consumed Will - Become consumed by your own power and become ravenous for more. Your shields slowly deplete ("shields" being the health bar that prevents you from being critically wounded - doesn't kill you). All abilities inflict max decay on enemies and you are granted increasing ability generation for every enemy you debuff with them for the remaining Super duration (Corruptionsinger go brrrrr) Melee: Death’s Appettite - Charge it to mark a foe. Sends a tracking hexing spell that periodically decays nearby enemies when there is a being (player or AI) near the hit foe. Aspects: Antsy Solitude - Rifts no longer benefit allies and are now consumed into yourself. (If this ever goes into the game, I reallllllllyyyyy hope it synergizes with Assembler Boots/Secant Filaments/Saguine Alchemy) Alchemy and Witchcraft - Hex inflicts transmutation, transmutation inflicts hex Pact of Element - Consumes your melee energy to spawn a Corrupted Soul. While Corrupted Soul is active, inflict decay damage to all debuffed targets within range [b]Fragments:[/b] Chirp of Resonance - Enemies transmuted by you spread transmutation when defeated Chirp of Consumption - Decay damage deals some raw damage to max stacked decayed enemies Chirp of Evolution - Enemy decay spreading heals you when inside its spread radius Chirp of Opportunity - Gain a bonus to weapon damage after assisting or killing decayed enemies [Chirp of Discord - Super kills spawn random elemental wells] Chirp of Torture - Chained targets are transmuted for the duration Chirp of the Occult - Killing hexed targets grant you melee energy Chirp of Presage - Hex refreshes all debuff durations Chirp of Taking - Killing decayed enemies grant Super energy Chirp of Inquisition - Additional decay damage on enemies afflicted with decay hexes them Chirp of Prophecy - Allows you to use finishers on chained targets. [Halves finisher Super costs from class item mods] Chirp of Curse - Enemies affected by debuffs take more damage from you while in your Super Chirp of Fascination - Being near enemies grants increased class ability regeneration If you read it all, thank you for your time. Really hope that you're a Bungie employee so you can share this with Bungie's creative team ;D Really had fun creating this. Might do another subclass theory in the near future

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