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#feedback

Edited by palmomalu: 1/7/2015 2:32:04 PM
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Ward of Dawn: Buff #Update

Update: Changed a few of the concepts based on feedback.. Check it out below! I get it… the Ward of Dawn is for your Defender Class so naturally it’s going to be a passive super compared to the more aggressive Fist of Havoc for the Striker Class, and there are things I love about the Defender class. The only problem is that the Ward of Dawn poses minimal threat/benefit in PVP and PVE. “Armor, Blessing, and Weapons of light” are nice but they’re hardly a panty dropper by any means. In PVE with Helm of St-14 it’s okay, but our fellow PVP Guardians are smarter than our PVE enemies and do not charge into an Orb if they see a Titan equipped with Helm of St-14. So here are a couple cool concept options I have thought of to make the “super” a little more “SUPER” in both PVP and PVE. 1. Standard Armor: Allow for bullets, rockets, grenades, etc… to exit the shield but not enter * 1.2 Standard Armor: When WoD is close to running out, it starts to pulse much like the Sword does, and sends out a minor shockwave when it implodes. 2. Helm of St-14: When the Shield is first deployed it sends out a shockwave dealing minor damage to nearby enemies (not enough for a one hit kill but enough to knock out a guardian/enemy low on health). Still blinds opponents/enemy only while they are in the shield. 3. No Backup Plan: When an opponent/enemy enters the shield their health drops similar to when you are poisoned by a Wizard. Duration increased by every drop in opponent/enemy health. (So however much health the opponent/enemy loses that translates to longer shield life.) * 3.2 No Backup Plan: When an opponent/enemy enters your shield they experience the Weight of the Titan x3 and their movement becomes impaired/slowed as long as they are within the bubble. 4. The Glasshouse: When an opponent/enemy enters your shield and your health is in the red their health drops to match yours immediately (so in cases your about to die... in a last ditch effort you deploy your shield and level the playing field) if you kill them then you regenerate your Health immediately… but lose your shield. * 4.2 The Glasshouse: Only allows teammates to pass through, could be used strategically to protect your flank, funnel your enemy, or block off access to an area for limited period of time (What’s that you say heavy ammo in bound? Let me deploy my bubble over the drop only allowing access to my teammates while providing them protection) 5. The Armamentarium: (My personal favorite) “The Bowling Ball” basically your bubble moves with you and acts like a bowling ball mowing down pins (Guardians) in its way, but is susceptible to heavy ammo. * 5.2 The Armamentarium: “Riot Shield” basically you no longer have a bubble but an oversized Riot Shield (similar to what the Knights generate) but moves with you offering mobile support generating orbs when taking fire. Void Weapons take down faster. So I think any of those would make the Defender Class a much sexier play and certainly make a guardian/enemy think twice before entering your Ward of Dawn… what do you guys think I tried to keep a good balance in effort to keep one from being too OP?

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  • Edited by OneTonPete: 1/8/2015 3:28:52 PM
    My thoughts on the defender class... Pve I love being an orb dropper. Heavy machine gun dropping orbs with ruin wings.... PvP control I like having the defense bubble while sitting there. Bubble is void. What if only void damage bullets etc, no nades or rockets, could penetrate? Then vog weapons become relevant again. Ever try Athens epilogue on pvp? Joke. I like all the ideas posted here. Some op . but if bungie takes time to look and implement any of it , I would be happy. Question... I have mele hive orb dropping gauntlets raid . Combined with orb dropping mele does it double drop? I might test on crota start.

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