I wouldn’t Mind If Bungie Decided To Scrap The Bottom Path On The Dawnblade Entirely, In Favor Of Sunsinger, From D1.
[u][b]I’d Just Mix Both[/b][/u]:
• [u]Igniting Touch + Celestial Fire[/u]
[i]Decrease the size of the explosion on kills, & it’s damage over time effectiveness to combatants caught in its AOE Explosion.[/i]
• [u]Phoenix Dive + Icarus Dash[/u]
[i]Apply a cooldown mechanic to both Maneuverabilities. Phoenix Dive can chain Icarus Dash. But doing so, will result in a 7 second cooldown. Reduce the health regained from Phoenix Dive by 20%.[/i]
• [u]Fated For The Flame + Base Dawnblade Ability[/u]
• [u]Everlasting Fire + Base Dawnblade Ability[/u]
[i]Just reduce the effectiveness of how long Dawnblade lasts, when getting kills, based on the enemy type such as; red, orange, & yellow bars granting their own separate amounts based on how long you’ve been in your super. Same with guardians in PvP in their supers as well.[/i]
;========================================
[u][b]What I’d Do With The Bottom Tree[/b][/u]:
( SunSinger / Attunement Of Inferno )
• [u]Super | Radiance[/u]
[i]Fill yourself with Solar Light, Dramatically Enhancing The Effectiveness Of Your Mobility | Jump Height | Slide Distance | Run Speed | Melee Ability | Grenade Ability | Ability Cooldowns[/i]
• [u]Radiance | Your Abilities[/u]:
[i][u]FireBolt Grenades[/u]
Deal Additional Damage, & Gain An Additional FireBolt.[/i]
( From 3 FireBolts To 4 )
[u]Fusion Grenades[/u]
Detonate On Impact, & Deal Signifying More Damage.
[u]Solar Grenades[/u]
Last longer, & Deal Signifying More Damage Over Time.
[u]Charged Melee’s[/u]
Deal Significantly More Damage, & No Longer Grant An Over-Shield. Melee Hits Returns 22% Of Your Health.
( They 1 Hit Kill, In PvP )
• [u]Radiance | Ability Costs[/u]
[i][u]Your Super Meter[/u]
Depletes On It’s Own, Roughly 4 - 7% every 1.5 - 2 Seconds.
[u]Grenades | Melee’s[/u]
Charge 5x Faster, & Cost Roughly 11% Of Your Super Meter, Each Time You Use Them.[/i]
• [u]Super | Radiant Skin[/u]
While Radience Is Active; Reduce Incoming Damage From 40% To 57% - Based On The Number Of “Empyreal Remnants” You‘ve Stacked.
• [u]Melee | Scorch | Flame Shield[/u]
[i]Damaging Combatants With Scorch Grants An Overshield, For A Short Time. ( 7 Seconds )[/i]
• [u]Passive | Empyreal Remnants[/u]
[i]Combatants You Defeat With Your “Solar Abilities” Leave Behind A Cosmic Solar Remnant, For You To Pick Up. Doing So Will Provide An “Empyreal” Stack, Which Enhances Your Grenade | Melee | Rift Cooldowns. Dying, Or Using Radiance Will Reset Your Stacks.[/i]
[i]1x Stack Reduces All Ability Cooldowns, By 1 Second. 10x Stacks By 10 Seconds.[/i]
[i]Activating Radiance At 10x Increases It’s Duration, & Resilience. All Stacks Will Reset, Once Your Super Finishes.[/i]
;========================================
[b][u]How It Would Appear In-Game[/u][/b]:
[i]Attunement of Inferno[/i]
Top Diamond - Radiance
Left Diamond - Scorch
Right Diamond - Radiant Skin
Bottom Diamond - Empyreal Remnant
;========================================
• [u][b]No, I Wouldn’t Bring Back Self Revive, For Good Reason. Unless, They Added:[/b][/u]
• 2 Second Activation Window, Upon Being Killed.
• Revive Yourself At The Cost Of Your Super
• Self Revive Can Only Be Activated, By Wearing An [u][i]Exotic Armor Piece[/i][/u], That Allows For This Ability To Be Obtained.
Even With That Being Said; I’d Still Prefer To Not Bring Back Self Revive, Because People Will Always Find Ways To Cheese It..! So What Are Your Thoughts? 🙂
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No self res lock. It encourages bad play and allows lower level players to have a childish safety net. With the exception of GM nightfall all activities are manageable with a low skill requirement. People are just bad.