As it's clear all three characters will eventually get a new subclass, I had a couple of ideas for the Hunter.
First, the void special: Sticking with the theme of a "hunter" I thought the special could be a net of void energy he could throw to ensnare enemies. All foes caught would get stunned, unable to move or attack, and take significant void DOT damage (rather than a large initial blast). Perks on the net could be things like "reduce cool down on grenades/melee for each enemy caught in the net" and/or "enemies killed while ensnared explode".
Grenade: while I don't have all the grenade types in mind, I know one should be a bola type. When thrown, it splits in two (bound by a thread of void energy). When it hits an enemy it wraps around them before each end detonates for good damage but limited AOE. Perks could expand the AOE, stun/blind affected targets for a short time, or even reduce movement speed/DMG output of the target for some time after they're hit. Maybe even enhance all DMG the affected target takes from all sources for a short time (that perk would also work on the void net)
For the melee skill: whether a thrown item or direct melee I'm not sure, but my thought is there is nothing more dangerous than a cornered animal. In keeping with the theme, I would have the melee skill panic the affected target, making them attack anything (in PvE, it would prioritize other enemies - with a DMG buff. In PvP, it would make all players look like generic entities - removing the ability to recognize friend from foe by their custom armor and shaders -showing all players in the HUD like they're on the opposing team).
These are just some of my thoughts. I imagine you guys already have the subclass mostly locked in at this point, but on the off chance you're still taking suggestions, I thoughts I'd pitch my ideas.
I'm loving the game, Bungie! Thanks for offering me such a fun world to get lost in!
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I don't like the melee idea for PvP. When you melee someone in PvP, it's either because they're close to death or to get the tactical advantage. No other melee, such Blink Strike, has any special advantage. It's just the charged attack that gives the teleporting lunge. Instead, I think, it should have continuous damage. When the melee hits, it continues causing damage for about 3 seconds. But just like other melee for Hunter, it needs extra damage before the strike in order to be a kill even after the extra damage.