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Edited by Legend of Jordy: 7/1/2016 6:19:16 PM
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[b]*IMPORTANT UPDATED CHANGES*[/b] I've updated some subclasses, especially the Defender Titan. It use to have a mobile bubble which after some discussion had some flaws, so I moved some abilities around and added in some new perks to replace it. Don't worry, Sunbreaker remains uneffected. I put in a better description for Gunslinger, Voidwalker, and Stormcaller subclasses in certain perks to avoid confusion. If you think anything is over powered, it is, but I would be happy to explain my solutions. _____ Also, I just fixed the Arc, Solar, and Void Rounds perks. They use to be a bit unclear and caused some confusion, so I rephrased the descriptions. They should now change your next clip to the element, and if the weapon already had the burn then it would deal additional damage.
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  • For 'veil of light' I like the idea, but I would like to see it as an exotic. In the same vein as Saint 14 where it adds the utility to the bubble, instead of swapping it, and if it's an easily recognizable exotic like the helm of Saint 14 it'll serve as a warning to others to stay out. Just my 2 cents. I'll have to read through the others

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  • Edited by Legend of Jordy: 7/1/2016 6:13:03 PM
    Thanks for your input. I kinda wanted "Veil of Light" to be a subclass perk, that way it would stack with Helm of Saint 14 just so I can pwn dregs who enter my bubble. Also I added in the perk "Sanctuary" so it would increase the radius of Ward of Dawn, further increasing my dreg busting capabilities.

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  • I was just thinking a blinding and poisonous bubble sounded a bit to op, so I was suggesting it be an exotic so you couldn't stack those abilities.

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  • I see. Well, I will consider. I might not edit it again though, think I finally have a good mix. Replacing the perk would probably end up making it even more OP than it was. At first it was a mobile bubble but wasn't received so well when people thought of 6v6 game modes.

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  • Edited by Quarantane : 7/1/2016 7:20:36 PM
    I read the movable bubble, but I never really understood the point, and now that rift is a thing that makes less sense to me. I've always wanted a poison option to the bubble, there is not really any kind of 'penalty' for walking in the bubble. I would maybe even think of a perk along the lines of *Impermeable* enemies cannot pass through your bubble, reduces the duration and strength of ward of dawn. Though that would mean you don't have weapons/blessings, so it's more of a risk to leave the bubble to challenge enemies, but it would be good for control. The bubble should also have some kind of visual cue that you can't pass through it. Edit: Just thought of the situation of the control point in trials, this would be impossible to defeat and virtually guarantee the win if you got to that point. Maybe needs some tweaking. Just an idea I threw out there.

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  • Then again, that's only if the control point activates. Most people would probably use their super early without counting on the control point. But I agree, it should have something that makes it visual distinguishable.

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  • Yeah, and it would only 'guarantee' the win if the defender doesn't get killed, and it would only be for that one round. But still, I can see people complaining about it. Just threw it out there

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