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Destiny

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6/28/2015 6:34:59 PM
4

4th subclasses

now these are ideas for the 4th subclasses if they ever add them. possibly in destiny 2 or whatever. I just want to get these ideas out there. hunter: solar name: spearcrusher grenades: firebolt grenade incendiary grenade propulsion grenade: (brings enemies in, then releases them at high velocities outwards) jumps: double jump upgrades: higher jump better control burst jump: increases size of normal jump to that of double jump super: engulfed spear throw a spear that causes some contact damage as well as launching enemies outwards at high velocity upgrades: burning rage: engulfed spear causes AoE damage double shot: throw two smaller spears for more controlled launches wildfire: enemies cause the engulfed spears effect when they hit a wall after being launched by the spear. this can chain infinitely melee: hunters knife your next melee attack causes more damage (lasts for 4 seconds, can one hit an enemy in multiplayer as long as they don't have max toughness) upgrades: defensive reflex: you take less damage when you are hit by a melee attack during the duration of hunters knife between the eyes: enemies are blinded when hit by hunters knife (lasts 1 second, just a flash) dual blade: hunters knife can be activated twice during it's duration random upgrades: swift blade: increase melee attack speed hard hitting: all bullets have high caliber rounds active fuel the fire: engulfed spear charges faster when your grenade and melee are fully charged class upgrades: blast wave: when you land from double jump you cause a minor shockwave, launching back nearby enemies the prey: enemies take more damage from behind the hunter: crouching for long enough increases jump height, max sprint speed, and overall agility for 10 seconds warlock: voidripper "no one can destroy reality, except for those intertwined with it" grenades: suppressor grenade vortex grenade gravity grenade: enemies caught in the blast have no vertical control and are lifted into the air for 3 seconds jump: glide upgrades: focused control focused glide gravity glide: by holding the jump button you can decrease the rate by which you fall with glide. you can shoot freely while doing this, but accuracy is decreased greatly super: reality master fill yourself with the void. all your rounds fired are over penetrating, and you can go through thin walls by meleing them. your grenades effects last longer. all melees have your special melee effect. upgrades: gravity master: meleing an enemy causes them to float in the air longer, as well as increasing the effect of all gravity based attacks when super is active. by hitting grenade button while aiming down sights you emit a small wave around you, which gives all enemies the anti-gravity effect for 3 seconds. takes away 1/3 of super energy propulsion master: melee has more of an effect when in super. hitting grenade button while aiming down sights cause you to launch all nearby enemies away from you. this cause minor direct damage and takes up 1/3 of the super energy location master: by aiming down sights and hitting the grenade button, you throw a void portal. you then must throw another void portal. and they are linked. entering one emits you from the other. you can also "tear" through thicker walls, and rounds also over penetrate thin walls. melee: reality burst meleeing an enemy knocks them back. (similar to solar wind, but much stronger) upgrades: strong burst: increases the velocity replay: tear through time, and have a chance to restore half of your melee upon meleing an enemy with reality burst (50%) chained rip: enemies are directed towards nearby enemies when hit with reality burst, and cause any enemy they hit to be knocked back as well. this can chain infinitely, but the range at which they are directed towards a nearby enemy is shorted with each chain random upgrades: grip on reality: you can see the nametags of enemies through walls and objects. control on reality: increase armor, agility, and recovery with every kill during your super. lasts for the duration of your super. stacks up to 5 times. tear in reality: decrease your grenade and melee recharge greatly, (decreased by 33%) but increase your super recharge slightly (increased by 8%) class upgrades: false reality: damaging an enemy with a grenade has a chance to make them attack their allies (in pvp it changes allies to enemies and enemies to allies on the hud. their is no way to tell when this has happened unless you know you have been hit with a grenade) false time: kills have a chance to increase your melee charge but decrease your grenade charge and vice versa. (has a 33% of proccing, the one that is increased gains a 20% increase, and the one that is decreased is lowered by 8%) tearing existence: ability kills have a chance to either: create a gravity wave identical to the one produced by the super, launch back nearby enemies, or create a portal that goes to a random nearby location. titan: paladin "let none break through your light" grenades: guard grenade: forms an arc barrier, just tall enough to cover a crouching player, but is short enough the cover fire effect can be used pulse grenade field grenade: causes an arc wall to form. walking through this wall causes damage, nothing can shoot through it. jump: lift upgrades: better control better height better launch: acts similar to catapult, but is much faster, giving it some useful effect for evading. super: -not sure a name for this- create a large area which gives yourself and allies greater armor and slowly refills their ammo upgrades: thunderdome: allies gain increased weapon damage for each enemy inside -insert name of super here- surplus: allies gain one mag of heavy weapon ammo (max 2 rockets, or 54 machine gun rounds) defensive perimeter: allies gain an overshield when inside -name of super- that slowly regens overtime melee: paladins shield gain a juggernaut like shield after hitting an enemy with this melee. (5 second duration) upgrades: paladins strength: increases shields duration (8 seconds) paladins fury: when shield is active weapons gain a slight damage boost paladins rage: pressing melee while shield is active launches the shield outwards, causing damage to anything it hits. it is over penetrating random upgrades: castle defense: you can "target" allies by aiming in on them for about 1 second. doing this causes you and your ally that you marked to receive armor bonuses when near each other. you can only mark one person at a time. does stack if two paladins mark each other. defensive instinct: when you kill an enemy while you are red bar, you gain an overshield. this can stack up to two times emergency stores: when red bar health your grenade and melee recharge extremely quickly (increased rate by 100%) class upgrades: back up plan: gain armor and agility boosts when you are red bar health (can only proc every 8 seconds) colossus: by crouching without taking damage for a long enough time (6 seconds) you gain an overshield. this CANNOT stack, and can only be activated every 30 seconds. overshield last for a max of 8 seconds embrace the light: all overshield of allies and yourself have auto regen built in.

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