With the addition of the new subclasses, we know that there will definitely be more subclasses in the future, so why not use our little swords. We know that mwe have the crystals from oryx's sword create the taken, not oryx, the ability is from the worm gods from the Hive. So why can't we use this power as our own. We know its a dark energy, but we literally use the void, so we must travel to the taken dimension and use this power as our own.
Me and my friends have been discussing this for a while, and we have created one of the three new taken subclass. We made a titan
So if you want to take a look at the new subclass design for our new "Lighteater Titan" here it is:
[spoiler]
"Our bravest men tremble at its presence"
Melee (Devour): on hit gain constant regeneration for 15 (or so) seconds
M perk 1: deal small damage over time on hit
M perk 2: slow down the enemy after on hit
M perk 3: On kill, have a much higher rate of regeneration (50% increase)
Jumps, all normal except catapult which will be replaced by:
Hover: Lock yourself vertically for a brief period of time and walk through the air.
"grenades"
G 1 (Consume the Arc): Consume arc light and gain bonus agility for a 10 (or so) seconds
G 2 (Consume the Sol): Consume solar light and gain bonus damage (even for weapons) for a 10 (or so) seconds
G 3 (Consume the Void): Consume void light and gain an over-shield for a 10 (or so) seconds
Super (Release): Release a devastating aura around you, suppressing abilities and slowing enemies down, you are put into a third person view and your hands are covered in taken "light" (gain a 50% damage reduction like most supers), (hardly spawns orbs)
S perk 1 (Take all): Enemies inside your aura take damage over time and you constantly regenerate while enemies are inside, but don't have suppressed abilities.
S perk 2 (Protect all): You take even less damage while active (a 55% to 60% increase), but enemies don't lose speed.
S perk 3 (Save all): Team mates inside your aura will gain instant and constant regeneration, but slower than normal recovery.
Class perk column 1:
C1 perk 1 (Cornered): While 2 or more enemies are near by (or a major) and you become bloodied, release a small explosion (deal 100 damage to a guardian, and kills most red bar enemies)
C1 perk 2 (Soul Bound): Increased duration (By about another 5) and effect (By about 25%) of each "grenade".
C1 perk 3 (Absorb. Everything.): Enemies hit by Devour will spread the negative effect to nearby enemies.
Class perk column 2:
C2 perk 1 (One against another): While the devour effect is active, near by allies will get a small regeneration.
C2 perk 2 (One with another): While activating a "grenade", near by allies will get the same effect.
C2 perk 3 (One brings another): When Release is activated, all allies will revive at spawn, starting with a 20% speed penalty for 15 seconds.
[/spoiler]
EDIT: NEW WARLOCK SUBCLASS
[spoiler]Corruptor: “Tainted Light isn’t all that bad”
Melee (Tear away): On hit, cancels regeneration on the target. (For about ten seconds)
M perk 1 (Rip apart): The Tear away effect last longer than normal
M perk 2 (Black hole): Tear away becomes a projectile that moves straight (About ¾ of a slow rocket speed), the further the target, the more damage it does. (charge goes away after hit).
M perk 3: Tear away deals an AOE “explosion” on hit, and spread the effect to nearby opponents
Jump: all the same
Grenades:
G 1 (Ghoul Grenade): When it hits the floor/wall, it immediately hits up to 3 enemies inside its range, but deals about 125 damage in the crucible.
G 2 (Web Grenade): Doesn’t explode until it hits the floor, when it does, it explodes and marks an area with a web, when enemies enter this web, it slows them down.
G 3 (Soul Grenade): Spawn 2 “Spawn of light”, (Act like thrall) that’s all.
Super (Dark Pulse) Shoots a large ball of darkness (like the taken captain). Any enemy (not fully) inside is slowed, partially blinded and deals less damage. Any enemy (fully) inside will die.
S Perk 1 (Willbreaker):Effects are more effective, and pulse is larger
S Perk 2 (Roots of Darkness): Enemies hit with Dark Pulse cannot move at all.
S Perk 3 (Chain of Destruction): Dark Pulse transforms into (up to 6) small orbs that track enemies. Same effects as Dark pulse, but much less damage.
Class Perks column 1:
C1 perk 1 (Ripping): Increase range and duration on Tear Away
C1 perk 2 (Hallowing): Increased effectiveness of grenades (+1 enemy on ghoul, + slowness on web, +spawn on soul grenade)
C1 perk 3 (Pulsing): Increased duration on Dark pulse effects, and travels faster
Class Perks column 2:
C2 perk 1 (Spark): Each person your grenade hits, will be marked for your team
C2 perk 2 (Surge of revenge): The person that killed you will be mark” just for you” until your next death, or until he dies,
C2 perk 3 (The End): When an enemy is hit with your abilities, they take more damage from everything[/spoiler]
We will modify the subclass over time to make sure it is balanced and won't be over used compared to the other subclasses in destiny. We will also take into account your ideas in the comments, to make it truly community made.
Thanks forever,
Tydson
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Here's my idea. Class: Warrior of Equality Type: Taken Description: If the fallen give children nightmares, that thing will torment the Darkness and Guardians alike. S-Class name: Night-Shifter/ Night-Summoner (Name changes with which melee path chosen) Code of the Shifter (PvE): Shift punch: If enemies are hit with this, they now see you as a Taken Knight (Does not effect Taken enemies). MP1: Phase drop: If enemies hit with Shift punch die on impact, you have a better chance at them dropping a Legendary Engram (must be level 20). MP2: Team of Taken: If enemies hit with Shift punch activate the Taken effect, a 20 meter dome will drop, with you being in the center, changing all Guardians to turn into Taken Knights. MP3: Oryx' call: If a Taken enemy is hit with Shift punch, they now see you as the Taken King him self, and will try to flee. Code of the Summoner (PvP): Taken fist: Enemies hit with this are turned into Taken Captains, giving them a 25% damage boost, gain a sword, but with every attack made, they lose 20% health, and they have a slow poison effect (Does not work on AI controlled enemies). MP1: Taken rise: If an enemy is hit and killed with Taken fist, a group of Taken Thralls will spawn where your opponent was just killed, with you being able to switch between Guard; making them sit in one position to defend, Follow; making them follow you and automatically jump when coming across a hole, and Seek; making them split up in to three groups of three and seek out enemy players, which if hit by Taken Thralls, will lose shield, and if hit again, will immediately kill enemies. MP2: Taken search: If enemies hit with Taken fist don't die, you will immediately gain a search boost, giving you a rough location of where the enemies are, and can be stacked up to three times, with three being the best, giving you their exact movement. MP3: Taken rush: If enemies are killed by Taken fist, you will gain a short burst of speed, but can be increased by punching more enemies with Taken fist, and if enemies are hit and this activates, it will fully recharge your grenade and Taken fist. Grenades: Void storm: enemies caught inside explosion radius will be stunned and will have a poison effect. Arc burn: If enemies are hit with this grenade when thrown, it will cause an Arc type burn, causing them to reduce to 25% health. Solar rift: if enemies are caught in the explosion radius, they will be teleported back to their spawn, but will go into a bloodied state. Super: Purify: When activated, you will balance the Light and Taken powers inside to form a hurricane of power, giving you the Blade of Oryx and the Warhammer of Lord Saladin, and hitting Y or Triangle will switch between Sword and Warhammer, and anyone caught inside your hurricane will immediately lose more than half their health, putting them in a bloodied state (this Super takes longer to charge). Support power: Switch: You are able to switch between Warlock's Rift, Hunter's Dodge, and Titan's Wall. Jump ability: Triple Glide Boost: you can activate Warlock's Glide three times total, giving you the Titan's Lift boost three times, maximizing your height. *NOTE*: Only able to gain when you buy the fourth Guardian slot for $9.99, and can only be claimed when you complete the Raid; Taken Crown of Lord's Eye, on any character, giving the option of customizing your Taken character, and can only wear Desolate Armor, use Desolate weapons, have a Desolate ghost, and can only use the Waning Star with the Taken spawn effect in Destiny 2
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Shameless self bump, cuz y not
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[quote][quote][quote][quote][b][i][u]bump[/u][/i][/b][/quote][/quote][/quote][/quote]
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Why not get rid of main hand weapon add wizard/oryx energy bolts modified by weapon slot and class.
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WE'RE BACK IN BUSINESS BABY, let's not lose the hype again, we are making this happen
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Might want to adjust Black hole... That thing could be the answer to Nightfalls... all Nightfalls.
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Might want to adjust Black hole... That thing could be the answer to Nightfalls... all Nightfalls.
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SUPER BUMP
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BUMP!
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This should be implemented in the game Bungie.
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Edited by Agent Wiomyng: 12/12/2015 6:21:13 PMhunter: Deathrobber [spoiler]basic rundown: extreme support class for hunter. reactive, like night stalker, not proactive like bladedancer and gunslinger. going for a dark theme here, think a darkness subclass. an idea for the titan is already in the making. hunter: DeathRobber "A shadow never dies, simply changes shape" grenades: shadow bomb: throw a grenade that releases 6 cluster bombs upon detonating, (like a rocket launcher) torment grenade: toss a grenade that sticks to enemies and slowly drains their health and the health of nearby enemies (small radius) bloodbomb: throw a grenade that releases a goop of pure darkness, damaging anyone in the initial blast and slowing them down greatly (also prevents double jumping) melee: shadow strike: your melee attack activates near instantly and suppresses any enemy it hits (for 4 seconds) upgrades: shadow dodge: upon hitting a target with shadow strike, gain a buff for 11 seconds that causes the next melee attack against you to miss quick blade: decrease the cooldown of shadow strike and increase it's damage (to that of pre-buff storm fist) double edged: gain a second charge for shadow strike. double tapping the melee button with two full charges allows you to deal double damage in the same time-frame as a single shadow strike super: accursed: increased recovery for any ally near you, any ally near you gains health when ever you get a kill. kills cause explosions. upgrades: till' midnight: kills with explosions from this super cause explosions (for an infinite chain). explosions are bigger. twice live: revive teammates instantly. reviving teammates generates orbs. teammates can be revived under any conditions. contagious curse: accursed can now be cast after death. doing so causes a VERY large explosion emanating from your murderer, killing them and anyone caught in the blast (basically a dark fist of havoc). random upgrades (column 1): till' death: explosions caused by accursed are more damaging and have a chance to deal precision damage (multiplier of 2x) hells kitchen: shadow strike causes damage over time and getting a kill with shadow strike has a chance to cause the target to explode (like accursed) remembrance: damaging a target causes them to be marked and take additional damage for 17 seconds random upgrades: (column 2): bloodlust: grenades cause minor DoT and mark targets they damage for 6 seconds overflow: you can store an extra 1/2 grenade charge and 1/2 melee charge that are used as the starting point after you use the respective ability hive mind: link all allies together when super is active. when one gets a kill, the others get a damage and defense boost for 3 seconds. stacks up to 4 times with a max duration of 8 seconds. the hunters need a better support class than night stalker.[/spoiler]
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Bumpppp
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@Deej @Cozmo #Classes
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Edited by Piekingz: 12/12/2015 8:58:55 PM[u]HUNTER SUBCLASS[/u]: Smoke Extinguisher [u]NEW ELEMENT[/u]: Smog [b]MELEE[/b]: Smog stack. Releases a debuff call Smog Stack upon an enemy and causes these to go blind, slowly suffocating, bonus critical damage done while this debuff is active. [b]GRENADE[/b]: Smog Spray. A trip mine like object that can be set as a trap on a wall, as soon as an enemy walks into its attack radius, the grenade explodes. Causing the grenade to explode will cause you to get a debuff call smog sight, blinding you like the melee, but the grenade releases mini spikes on the ground and when you step on them you will be slowed. [b]SUPER[/b]: Smog decimater. Your eyeballs act like fire extinguishers but releasing the element Smog, almost like a laser beam, this super blinds, slows and suffocates your rival dealing a bunch of AOE damage. [b]JUMP[/b]: Smog hover. A light Smog flow under your feet allow you to hover on the ground as a Hunter, almost like a sparrow. This also allows triple jumping (A). [b]SPECIAL[/b]: Smog secret. Go invisible by hitting the cancel button (B) twice in a row. [b]SPECIAL[/b]: Long smog. Smog hover jump last twice as long and stay in air longer while triple jumping. [b]SPECIAL[/b]: Disabled smog. Allows anyone on your fire team to see through your smog spray, smog stack and smog decimater. [b][i][u]Most of these ideas are just experimental with the community and I'm sure there is nerfing to be done! Thanks![/u][/i][/b]
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How do you guys like the new subclass?
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Guys, keep it up, I'll have a new subclass by the end of the weekend, Give some more ideas if you want to help. Don't forget to spread the news, LETS MAKE THIS HAPPEN :D
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Hunter [spoiler][/spoiler]Dimension jumper Always find an advantage Super Torn between dimensions ( your character becomes shadowy like in the oryx fight except you still have access to grenades and melee )" you can create portals and jump between the taken dimension and the normal world. Whenever you jump back into the normal world you gain the abilities and weapons of either a taken captain,taken Minotaur or taken night
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Reply for later.
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Edited by Aavlen: 11/17/2015 4:53:20 PMI got an idea for a Warlock taken subclass. [b]Name: (need ideas)[/b] [i]"Absorb the darkness. No, absorb everything around you."[/i] Melee: "Corruption Blast" [spoiler]-Deals damage over time. [b]Perk 1:[/b] 'LightEater': DoT lasts longer. [b]Perk 2:[/b] 'PrideEater': Cooldown is shorter. CB deals more damage. [b]Perk 3:[/b] 'Chain of Darkness': CB chains to nearby enemies.[/spoiler] Super: Dark Pulse [spoiler]-Shoots a large ball of darkness (like the taken captain). Any enemy (not fully) inside is slowed, partially blinded and deals less damage. Any enemy (fully) inside will die. [b]Perk 1:[/b] 'Willbreaker': Dark pulse does more damage, effects are more effective and last longer. [b]Perk 2:[/b] 'Roots of Darkness': Enemies hit with Dark Pulse cannot move [b]at all.[/b] [b]Perk 3:[/b] 'Chain of Destruction': Dark Pulse transforms into (up to 6) small darkness orbs that track enemies. Same effects as Dark pulse, but much less damage.[/spoiler] Jumps: [spoiler]Lift (not sure about exact titles) -Better Control -Better hight -Blink[/spoiler] Class perks: [spoiler]1: Dark pulse and CB effects last longer. 2: Deal more damage to Taken enemies. Chance to gen. orbs when damaging minions of the Darkness. 3: Damaging enemies with CB or DP heal you. (2ND collum) 4: When damaging enemies, there is a small chance that the target will become blinded (2.5 seconds) 5: While sprinting, agility and armor are increased. 6: Regeneration is increased by 2 for every ally nearby. [/spoiler] Grenades: [spoiler]1: Mist Grenade: Blinds and supresses enemies inside. 2: Dark shard grenade: splits into multiple explosive projectiles on impact. 3: (Not yet finished.)[/spoiler] Lemme know what you think.
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Edited by MentalCell: 11/18/2015 9:44:12 PMThe "grenades" are kind of OP. They are like a portable weapon/blessing of light. My ideas: [spoiler] -Dimensional vortex Much like a vortex grenade, but smaller. And it "sucks" the enemies to the center. -blighted explosion Like a weaker incedinary grenade, but it fogs vision and slows down victims for a moment. -Blighted eye Kind of an acolyte eye turret that lasts for 3 seconds shooting at enemies close. [/spoiler] Warlock super idea: [spoiler]blighted ray The warlock locks himself(or her) into the flesh of reality, shooting a deathray of power where you aim. Unable to move but can destroy everything within reach.[/spoiler] PS: oryx drained the willbreakers crystal of power before he went into his realm. So we have an empty drinker crystal without power that we feed light.
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Titan Muckraker [i]Tainted Light isn't all that Bad[/i] [b]Grenades[/b] Acid Pool- Grenade creates a small pool of poisonous sludge Leech Grenade- Grenade that sticks to foes, however does not exploded. Rather it slowly sucks the life out of them Gunk Bubble- Grenade that creates a giant bubble of poisonous gas, gas will slow down anything that's in it Jumps: Unchanged [b]Super[/b] Cesspool Beast- Transform into a toxic blob and rein havoc upon your foes. Surround yourself in poisonous gas and become a mortar of tar. Your trail will leave a pool of toxic sludge behind for a short period of time. Cannot jump -Excess- Your trail of toxic sludge is larger and lasts longer. -Wallow- Standing in your own filth recharges your super faster and increases the duration of your super -Spout- Sludge will automatically spout from your pours Melee: Poison Sting- Poison your enemies with your fist and create a small pool of sludge. -Increase range of poison sting -Increased duration of poison dealt by the sting -Sting will trigger immediate health regen Unchanged Bog- Become the bog. Strange plants will grow from your sludge pools. They might drop goodies for you and your team Slums- Become the slums. Decreases your luck with rng. Melee, grenade, and super Cooldown time are doubled. Pollution- Become the pollution. Travel for a short period of time as a gaseous toxin Unchanged Foolproof- Cesspool Beast last for a shorter amount of time. However, getting killed in your super refunds the super. Eyes on You- Enemies that have slain you will be marked for you in the next life. Unholy Abomination- Double tapping B while in your own sludge pool will grant you the ability to dive into the pool and stay safe from enemies for s short period of time
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Get better grimoire then talk to me
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If not a playable class, this would make a great enemy boss. After all, if Oryx can "take" an Ogre, why can't he "take" a Guardian?
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The quest for them would be awesome