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Destiny 2

Discuss all things Destiny 2.
Edited by DT: 8/21/2025 11:15:20 PM
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DT

In Response to the Question posted in the TWID of August 14th

I wanted to post this sooner, but I kept finding that the game keeps getting worse with each update coming out. So here's the question that was asked in the TWID of August 14, 2025: "In the coming weeks, we're also planning to communicate more about the future of class fantasies. What is it to be a Warlock? What are some of the fantasies we're hitting right now, and where do the classes need more work?" In true gamer and lore fashion, let's dive into how to make this a true reality: 1. All classes are more than just their titles. Each class has multiple subsets that can easily be classified by multiple setups that can be made by the standard elements and by Prismatic itself. 2. All subsets should have a theme where their abilities and actions can make excellent combat strategies that do allow progression across all activites, no matter the difficulty, no matter how counter-intuitive the build. They just have to build into their stats that cater to that subset. More context below. 3. In effect of each class, they each have an overview of how each class works. They each have a main strategy that goes into three different forms: DPS (Hunters), Support (Warlocks), and Tank (Titan). However, this is limiting as it is. There should be different subsets that apply to different Overview forms so that they can apply their own strategy to keep the game interesting. Usually each subset has a main priority and a second priority (DPS/Support, DPS/Tank, Support/Tank, Support/DPS, Tank/DPS, and Tank/Support). Each priority has stats tied to them: -DPS = Weapon/Grenade/Super -Support = Melee/Health/Class -Tank = Health/Class/Weapon 4. When building stats into these subsets, they should have a bump to different stats depending on their abilities and super that are equipped, helping with stat distribution. (As a side idea, if a Class chooses a subset of abilities and super, their class name should change to what that subset is in accordance with what is equipped as a neat effect for making different ability choices) Here's the list of the different subsets that should be in this game in accordance to different game styles: WARLOCKS: This class feels like there should be some sort of spellbook in their hand or some sort of wand given the "magic" we use to different effects depending on what elements we use. Their heavy spell use can cause heavy damage and boost fellow Guardians in the process. Here are the following subset ideas Warlocks can apply: 1. White Mage (Support/Tank): Keeps guardians healed and limits ability energy consumption by 15% when Guardians are in White Mage healing wells. 2. Black Mage (DPS/Support): Makes big damage with supers and buffs Guardians with different elemental weapon damage increases by 15% when a matching grenade element is used by the Black Mage. 3. Summoner (DPS/Tank): Uses the Spell Turrets (Hellion, Bleak Watcher, Void Soul, Ionic Sentry, and Threadlings) with increased damage from each. Buffs Guardians with extra reload speed when any of these Spell Turrets are active by 15%. 4. Red Mage (Support/DPS): A wielder of all elements, excellent with weapons. Ability recharge time is faster, but 15% less outgoing damage from abilities. Gives fellow Guardians faster recharge ability rates by 15% when they step into either Healing (Melee) or Empowering (Grenade) rifts. 5. Blue Mage (Tank/DPS): Has a better understanding of enemy strategies, therefore they take less damage when in combat, and increase fellow Guardian Super damage by 15% when they step into Empowering Rifts. 6. Sage (Tank/Support): With the wisdom of battles past, this Warlock subset allows the Sage to be able to take advantage of the terrain and give fellow guardians a flat 15% damage bonus depending on which Class ability is being used, Healing Well gives a Light Damage (Arc, Solar, and Void) bonus, and Empowering Rift gives a Dark Damage (Stasis, Strand, and Kinetic) bonus. ***As a side note, maybe give Warlocks the ability to throw their wells to different locations if they play with this subset (like the Titans with their barricades)? HUNTERS: The cape-flowing, fast-hand, high-flying skill busters are definitely supposed to have high damage output with their weapon mastery and critical strike capabilities through their Supers or ability combinations. They support their fellow teammates through accuracy boosts and critical damage through different fragments or abilities. Here are the following subset ideas for Hunters: 1. Outlaw (DPS/Support): Master of the Hand Cannon, they have higher accurate shots and higher critical damage by 15% than other subsets when using hand cannons and rocket-frame sidearms, while giving other Guardian teammates 15% increased Critical Hit damage when they deal sustained critical hit damage on the same target as the Outlaw 2. Ninja (Support/DPS): Bow infiltrators that do extra damage when using a Bow by 15% and extra melee damage when invisible by 15%. When using their smoke bomb, other Guardians can become invisible as well and can do higher melee damage when leaving invisibility, weakening their own targets when doing so. 3. Monk (DPS/Tank): Melee masters that love Glaives and Swords, increasing their damage by 15%, and can take damage less when they are able to have any elemental buff by 15%. While in combat, they give fellow Guardians better melee damage by 15% when they use their class ability. 4. Rogue (Support/Tank): Spec-Ops Hunters that give other guardians better Critical Hit damage when they use their melee abilities because they exploit critical hit spots when they use their long range melee abilities (such as knives), while doing 15% higher damage overall themselves with Sniper Rifles and Linear Fusion Rifles. 5. Dragoon (Tank/DPS): Heavy arms fighters who know their way around big weapons. The bigger they are, the better they use them. They get a flat 15% damage increase with Rocket Launchers and Machine Guns, and a flat 15% incoming damage reduction when using those same weapon. When other Guardians use their heavy weapons at the same time on the same target with the same weapons, the same buffs apply as it is similar to cavalry combat that Dragoons come from. 6. Scout (Tank/Support): Long range fighters that do well with Scout Rifles (pun intended) and increase their accuracy and damage by 15%. They can mark targets as primary targets and give other Guardians with a flat 15% weapon damage buff when their target sustains critical damage by the Scout. TITANS: These heavy handed hitters are the frontline in most ordeals when it comes to combat overall. They have alot to offer in terms of their defensive and offensive capabilities which give them very heavy handed damage from mainline weapons such as Auto Rifles, Pulse Rifles, and Breach-loading Grenade Launchers. They take the brunt of most hits like champions and hit back twice as hard. Here are the following subset ideas for Titans: 1. Paladins (Tank/Support): These Knights of the Light are definitely valiant in their ways with their 15% buffs to Swords and Bows. They take decreased damage from Taken enemies by 15% and fellow Guardians get Restoration when they use their class ability. 2. Rampart (Tank/DPS): They call them the "Immovable Object" in all aspects. They take 15% less damage from red bar enemies while buffing Machine Gun damage and Reload Speed. Their fellow teammates gain an overshield as well as 10% weapon damage increase when the Rampart uses the Rally Barricade. 3. Infantry (DPS/Support): The mainline frontline soldier that never quits. They take 15% less damage from Fallen enemies and have an increased 15% damage to Auto Rifle, Pulse Rifle, and Machine Gun damage. When they fight with fellow Guardians, their support abilites spread to other guardians when in use. For example, Throwing Hammers cure effect spreads to all guardians in proximity on pickup, but with lower amount than what the Soldier gets. 4. Bomber (DPS/Tank): I'm sure Banshee-44 gets a kick out of these guys being out on the field. There are tons of booms when it comes to this subset, as they get 15% increased damage with Grenades, Grenade Launchers (all types), Rocket-Assist frame weapons, and Rocket Launchers. In addition, they take 15% less concussive damage intrinsically. When playing with this subset, fellow Guardians get 15% increased Grenade regen and Rocket damage when the Bomber uses their grenade. 5. Hoplite (Support/DPS): These Glaive masters take their enemies at the tip of their spears, giving them 15% increased damage with Glaives as well as Melee damage. They also take 15% less damage from Cabal enemies as they have a similar combat structure that was easily studied by these specific Titans. When fighting with fellow Guardians, their barricades move with the Spartan, allowing for offensive pushes while giving their teammates 15% extra ability regen when following the Spartan and his barricade. 6. Janissary (Support/Tank): These heavily armed soldiers know how to take a beating and protect what is important to their cause. These special soldiers have 15% damage with Machine Guns and Auto Rifles, while taking 15% less damage from Hive enemies. While fighting with fellow guardians, other Guardians get a flat 15% damage decrease from all sources when fighting behind any Barricade that a Janissary uses. Now granted, this is just an idea. But given the limitations that this game have implemented, we need new combat strategies and new enemy races to imply to this game in order for it to recover. This game can be so much more than what it is now. But it's up to the developers to make things right.

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