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12/19/2015 6:47:34 PM
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it's becoming to much like an FPS, they need to reengage the MMO aspects of the game I feel. rework the subclasses for destiny two, not just with abilities, but the perk system as a whole. give us passive perks, faster charging abilities and supers, make the subclasses be FEEL different from each other! give gunslingers handcannon and sidearm dual wield as well as two guns during their super, let bladedancers have more evasive abilities past blink and running a bit faster, give nightstalkers some things that prevent enemy movement aside from their super. let the bubble move with defender titans, let strikers move around when they use their supers. hammer of sol is fine where it is. novabomb is good, but could be better! sunsingers should buff their teammates more than themselves during super. I love the reverse support class with storm caller, but make that more active! come on bungie, this game you have here can be great, it can be revolutionary. make it so, like we all know you can!
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  • heck, I have an idea for supers right here: gunslinger: summon two golden pistols, each with two shots. you can't ADS, but each pistol fires according to which button is pressed. L2 or R2 bladedancer: Throw a bunch of electrified blades out (kind of like HoS, but with no explosion and a bit less range, same speed though.). they can get critical hits and can be thrown in intervals of 0.4 seconds. in multiplayer, you need two hits with one to get a kill, critical hits can 1 hit someone even with an overshield. basically you throw a bunch of electrified throwing knives! also, after throwing one, you do a majestic dance move, which acts as a dodge so you are harder to hit. it could be a spin to the side, a side step, anything. you also alternate throwing arms with each knife, left right, left, right, etc. night stalker: I like the arrow idea, but give them 3 shots on base with smaller radiuses, equal to the size of a control point. they cannot suppress enemy guardian supers, but the arrows overpenetrate and overshield and damage resistance buff, so they will one hit all supers (other than a bubble) anyways. NovaBomb: I like novabomb, but it should have lance on base, other than that, it is good. I love shatter, but angry magic should be WAY more effect (as in, truth level tracking) and angry magic should be a super upgrade. this is how it would work: you pop super, you stay in the air for some time, about the half the time of the current gunslinger super. you have this time to launch the super (you are stationary during this period by the way) or else it will auto detonate in your hand, dealing damage to you (not a kill if full health) and causing you to be the center of the explosion. during this time, you can use L2 to aim the shot, and R2 to fire. with angry magic upgrade active, you will lock onto targets that you aim in on, just like a rocket launcher. shatter would work in a different way now as well: you can fire three mini novabombs (2/7 the size of a normal one, with 5/7 the damage of a normal one) separately, kind of like quiver right now. storm caller: the super is good, but instead of shooting lightning, there should be a constant lightning storm around you that randomly strikes enemies and allies: enemy: dies in two bolts, exploding in an arc energy upon death. when it hits and ally, the lightning bolt causes an arc explosion that doesn't damage you or the ally, but chains fiery lightning bolts to all nearby enemies. sunsinger: just do what it is right now, but have song of flames be auto active and MUCH more effective, and get rid of self rez. have the perks be based around song of flame. in fact, change the name of the super to "song of flames 2.0" or "song of radiance" sunbreaker: ok, this one is weird. you can swing your hammer in a slow, powerful swing by tapping R2, but it has no more range. instead, the upgrades will give it different groups of abilities that change the super: upgrade 1: triangle: smash the ground, causing a large damaging field to be left in the wake square: spin around with your hammer, dealing damage and knocking back any nearby enemies AND allies circle: hold circle to toss your hammer out at a nearby enemy, and release it to pull them closer to you upgrade 2: triangle: detonate yourself, causing an explosion coming from your location, which then launches all nearby enemies towards you. square: follow up your basic attack with a quick damaging upper cut, which launches your opponent in the air circle: leap into the air, and smash any and all nearby opponents back into the ground. if no opponents are smashed to the ground, go back down and smash the ground, causing a tremendous rumble near you which decreases accuracy of all guns in the radius for 5 seconds. it also damages anything it lands on directly. upgrade 3: triangle: gain an enflamed bubble shield around you and your allies. drains your super quicker. the more allies you have bubbled, the faster the super drains. (the bubbles do not guard completely from damage, but rather decrease it by 33% from all directions. it also prevents critical hits). square: create an invincible wall with your hammer that prevents movement through it and projectile fire for 4 seconds. circle: create a large, enflamed shield guarding you and allies behind you from harm. drains super 33% quicker when in use. striker: basically make it a mobile super where they can smash there fist on the ground to deal damage in a small area 4 times. defender: same as now, but make the bubble truly invincible and follow you around at walking speed. an upgrade allows allies to shoot out of it, but when they do it causes the bubble to disappear quicker.

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