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2/18/2016 2:44:40 AM
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Tbh I would prefer more subclasses. Same or more amount of variety but with less of a time commitment to create/level a 4th character. My idea for subclasses was time, shadow, and illusion/mind(I don't have a good name for it but what it is is explained below) So, the idea behind each of these could be that either: A) We are up against enemies that the Traveler's Light cannot defeat, and so we must turn to alternative power. B) The Traveler's Light is dwindling, and other power must be sought. C) The Traveler has turned against us, and it's Light is now corrupt, so we need new power. Time allows you to alter your speed, or alter time in small areas. However, because time is inexorable, you can only change what it allows when it allows it, and as such, this power centers around fluidity. Time subclasses come from the stranger. Her story is expanded upon, and a series of Double story missions where it is you and the stranger completing objectives is pursued. In the end, she is dealt a mortal qound, and in her dying breath, passes her power over time (evidenced by the strangers rifle which shouldn't exist yet) to you. However, because she never had time to teach you to wield it, the power is incomplete; you cannot control time or travel through it as easily as her. In line with this, there could also be a Vex Raid or Strike called the End of Time in which you travel to an area of temporal power and use the energy to travel through time, and you enter a raid in which you chase the young stranger, a version of her that doesn't know you, through a dangerous area she is in the process of raiding. In the final battle, you team up and defeat some Vex threat, and you inform her of her need to find the past you in the future. Shadow is a melding of your light with darkness; your powers come from the darkness, but the darkness is held in check by the light, thus, you must have balance for it to not consume you. Shadow subclasses come from the fallen. They are the counterexample to what you achieve; they were once light, and then achieved a balance of light and dark, but finally, fell to the darkness within them. This source would have a series of missions where, in the first few, you search for a physical manifestation of darkness, and in the rest, you go through the process of purifying and binding it using lost golden age tech you must salvage. Finally, you absorb it's powers, and become shadow. The Raid or Strike here could be Fall from Light, and it centers around the fallen. You enter the ruins of a Fallen citadel where you fight off stragglers from the great civilization, but soon obtain an artifact that allows you to travel through 3 versions of the citadel. The first version is the normal one you arrived in, where your way is often blocked by debris and rubble. The second is a bright, Light filled city that hides powerful, invisible enemies in the luminescent fog. The third is a world of shadow where many fallen exist, but the path is more straightforward. The idea behind this raid would be that there are 3 paths to traverse, and, often, there are altars where you can switch between the paths. Often, there is more than one way to progress, but occasionally you will be forced to go a certain way. The boss would be something that must be hurt in all 3 worlds simultaneously to damage him, thus splitting the team. Illusion is a power that gives you control over the reality of yourself and others. By changing what is or isn't real, you can manipulate the battlefield to your advantage, and as such, this element centers around focus. The missions for this center around the Cabal, and specifically the Psions, who have strange psychokinetic abilities. Throughout the missions, you hijack Cabal ships, maybe do some space battles, hopefully, you spend time in the buried sands of Mars, and eventually you find a secret of the cabal: how a psion is made. The process changes legionnaires into psions, altering their bodies and minds. For a short time after the transformation, new psions are sane and rational, but then the mental forces they are subjected to reduce them to vegetative husks, obedient weapons of the Cabal. You infiltrate the operation, and speak to one Psion nearing, but not yet at the point of insanity, and he gives you his power, or, as he says, his curse. You are assaulted by voices and have to fight through an illusionary hell where you can't tell what is real before you gain control of the power. The Raid or Strike could be Bridge of Reality, and in it, you infiltrate the Cabal base to recover and destroy the Mind Crystal, the artifact which allows the creation and control of the Psions, for the dual purpose of freeing and possible becoming allies with the Psions and for taking away a powerful force from the cabal. You fairly easily obtain the Crystal after a few fights with Cabal leaders, but shattering it sends you into an unreal world. You are attacked by fantastical creatures. You're fellow guardians become enemies. You can't trust what you can see, feel or hear. In the end, you battle a mirror team of guardians whose power is much greater than your own, and then you break free of the Illusion Realm. However, the 3 strange races you battled are now free in the world, and this serves as the basis for a greater story. Each race is the antithesis for one of the classes. My idea for the 3 races: (forgive the names by now you've already seen I'm sucky at naming things) The Lost: Odd beings made of strangely conjoined geometric shapes; they look like harsh modern statues, forever silent. They possess powerful laser and plasma abilities, and they are never seen to move; they only glide around or teleport. They die easily, but deal massive amounts of punishing damage and, uniquely, they gain an overshield proportional to the damage they deal. The antithesis of hunters, both fight alone, and have powerful offensive attacks and agility. The Scalebound: Dragonesque creatures who move quickly over land, sea or air. They have wings that allow them to fly or swim, and can run swiftly. All have massive claws that lead to deadly melee attacks, but all except the lowest tier of their order wield futuristic plasma bows, lances, spears, and rifles for Ranged combat. Their thick skin grants them large amounts of health. The antithesis of Titans, both rely on brute strength to aid them in battle and forgoe weaponry when possible in favor of innate ability. The Bolts: Lightning fast creatures which weave lethal energy into powerful spells and attacks that they can cast at enemies. Bolts can use spells to deal damage, set traps, augment their own abilities, or heal others. They are highly versatile, and highly intelligent, but assuming you kill them before they have a chance to augment themselves, lack health or offensive power. These are the antithesis of warlocks; both are masters of space magic and both rely on their abilities to overcome foes. Ok, that got really really off topic at the end. Regardless, these are just some ideas which probably don't belong in this post, and tell me what you think.
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