Well, I have nothing better to do while I wait in traffic than to think of random things like these, so there you have it.
[b]The idea is based on classes drawing power from pure, unaltered light. Their abilities would be more effective against the darkness, but lose their elemental affinity. [/b]
Standard passive ability: All light abilities (melee, grenade, super) deal 20% more damage against unshielded minions of the darkness, but have no elemental alignment (treated as kinetic against shields).
[b]Hunter Subclass: [i]Dawnbringer[/i]:[/b]
[u]Super: [b]Luminescent Aura[/b][/u] - Surround yourself with an aura of light, gaining significant damage resistance (even more against minions of the darkness) while the super is active. Everything else functions as normal.
[u]Perks:[/u]
-Brilliant Dawn: Upon activation, enemies near you are blinded for a short time.
-Radiant Light: Allies near you on activation gain an overshield.
-Stronghold: Damage resistance is further increased at the cost of reduced movement speed.
[u]Melee Ability: Barge[/u]- Lunge and smash into your target, knocking them back and briefly stunning them. (similar to Halo 5 Spartan Charge)
[b]Warlock Subclass: [i]Lightweaver[/i]:[/b]
[u]Super: [b]Lightray Barrage[/b][/u] - The user weaves light into destructive beams of energy, shooting them in a straight line at a fast rate of fire. Press left/right triggers to fire rays from left/right hands. Precision damage enabled, roaming/duration based super. (Imagine firing golden gun shots out of your hands, except doing much less damage and firing much faster. 2 headshots or 3 body shots to kill in PvP).
[u]Perks:[/u]
-Smite: Landing 7 hits in succession causes a devastating beam of light to come down on the target.
-Lightshow: Light rays will ricochet off surfaces multiple times.
-Skinweaver: Each light ray that hits an allied target will heal them a small amount.
[u]Melee Ability: Catalytic Light[/u]- Throw a light charge that explodes on impact. Does significantly increased damage against elemental shields.
[b]Titan Subclass: [i]Illuminator[/i]: [/b]
[u]Super: [b]Argent Fury[/b][/u] - Your light is your weapon and nothing else. Significant increase in movement speed and melee attack speed. Use both triggers to alternate punching with each hand. Increased melee ability regeneration and damage resistance during super equivalent to hammer of sol. [i]I've always loved running around punching things with my titan, so here's an entire super built for it. Imagine running around faster than ever before, punching everything in sight with both fists like a boxer[/i].
[u]Perks:[/u]
-Brawler's Jab: Increased melee lunge range during super.
-Frenzy: Brief period of further increased movement speed after getting a kill with Argent Fury.
-Light Siphon: Heal a portion of your health with each kill. Continuous damage on a target creates orbs of light.
[u]Melee Ability: Backhand[/u]- A low damage melee attack that staggers the enemy on hit.
[b]Grenades: [/b]I didn't know which grenade should go to which class, and didn't have enough for all of them, so here's a few general ideas:
-Incandescent Grenade: Damage dealing grenades that immediately explodes on impact with a small radius.
-Photon Grenade: Spike/lightning style grenade that emits a conic burst of light beams upon sticking to a surface (similar to Halo 3's spike grenade).
-Flare Grenade: Low damage grenade that blinds targets hit. (A weaker flashbang with larger radius)
-Binding Grenade: AOE grenade that does less damage than your typical AOE, but slows enemies within its radius.
-Spark Grenade: Standard sticky grenade. Enemies killed by the grenade detonate in a second explosion.
That's all I got. Didn't have time to come up with the rest of the skill trees/perks, etc. I did try to make the subclasses play the opposite way that the main class would traditionally, giving hunters a tank/support based role, titans based on speed/agility, and raw damage output for the warlock.
Note: It's obvious to most people, but when I mention "minions of the darkness" or "darkness" in general, I'm referring to PvE enemies only.
-
-
i think a siva subclass for each character would be awesome!!!
-
Could you not have made the Hunter super an AOE?
-
Woah woah woah. Not trying to be a "whining Hunter" but we totally got the short end of the stick here. Warlocks, shoot rays out of your hands. Titans, fast movement and melee. Hunters... Blind people for a sec
-
The hunter subclass is a sniper's dream. IMAGINE THE CLIPS!!!
-
Edited by ItsaTurtleHead: 11/15/2016 3:49:33 PMWhat the hell kind of weeaboo tag did you put down there?
-
I'm upvoting this post because of the 4th tag attached to it.
-
I've said it before and I'll say it again ALL subclasses and elements in destiny are a type of light!!!!! Void light, arc light and solar light!!!! -blam!-in Light Light is retarded!!!! Solar is from the sun, arc is electricity or lightning and void is the light of a collapsing star! Read the Fukin grimoire!!!
-
I like it all except the titan melee.. sounds kind of bad
-
How about support other than defender?
-
Uh...light is in each subclass already so
-
Since light is such a quintessential part of the Destiny universe, a light subclass would need to be some sort of a special subclass. It won't happen anyway and it would not make any sense, as guardians we are already wielding light whichever subclass or weapon we use.
-
The concept in general is a good idea, but the supers you made aren't that great. It would take time to design a real full subclass around it
-
Love these ideas! Maybe we will see something similar in Destiny 2. [spoiler]The luckiest seven you will ever meet[/spoiler]
-
Edited by Reach: 11/14/2016 9:09:49 PMThe Hunter super is just radiance. Literally.
-
Wow, that's awesome! How long will the supers last?
-
Titan super is a tad weak. And by a tad I mean extremely.
-
If we add any more modifiers to shields, all enemies will be a pain to deal with
-
*reads title* *Cinema Sins laughter*
-
what if you went for a unified but seperate element in the form of say water or earth. water could be ice for lock ,liquid for titan and steam for hunter. earth could be rock for titan of course sand for lock and mud/clay for for hunter(oopen to suggestions for any of these) for water classes lock super- large area aoe that slows targets dealing damage to shields (like 2 dps cannot kill) when targets die while in the effective range of super they turn to statues that can be shot for explosive damage. ice also forms on the lock which reflects elemental damage and reduces kinetic damage taken. defensive style sub for locks titan super-water builds around the titan allowing the titan to use it as a defensive super in the form a a large damage mitigation barrier or the titan can launch bursts of high pressure bolts of water (imagine a 1hk pulse body shot 4 total) which leaves droplets of water in which the titan can move extremely quickly to within a certain time before water evaporates (not blink fast but faster than a character could move otherwise and over a larger distance) this is to be agile hard to pin down. As the super runs down the amount of water around the titan dissipates hunter super- summons a large mist cloud ( I would make it the largest aoe ability in game large enough to cover all of omnigul's boss room at least) while in this cloud enemies will not shoot if you are 15 yards or more away (the whole fireteam) while this cloud is active the hunter can shift around striking enemies with spears made from the condensed steam reducing the clouds size with every throw (6 spear total without perks or exotics to improve it) crowd control/and zoning super. that's all I got for now still thinking on new nades to fit them ( ideas welcome)
-
Bump for later?
-
Great ideas, I like it.
-
Hopefully will see those in D2 :)
-
-
That's actually a good idea!! Better than other subclass ideas i've seen. I would call it [b]ascended light[/b]. (It unlocks once all 3 other subclasses are maxed out.) I would also add, for the titan super, some kind of lift generated punch. Like shouler charge or even the hammer suncharge perk! However i think they missed a trick with TTK. We could of had a taken subclass. (Opening up a darkness subclass.) Taking perks from your original subclasses. I also think at this point they could of added Fallen as playable characters. But that's another story entirely!
-
Let us build or class the way we want using different skill trees each class has 1 specific class unique to that class the rest can be unlocked through points I want to play healer/ tank