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Destiny 2

Discuss all things Destiny 2.
Edited by ZayOsiris Gaming: 8/6/2020 10:17:29 PM
3

Bring Back: SunSinger ☀️

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.

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