With the addition of the new subclasses, we know that there will definitely be more subclasses in the future, so why not use our little swords. We know that mwe have the crystals from oryx's sword create the taken, not oryx, the ability is from the worm gods from the Hive. So why can't we use this power as our own. We know its a dark energy, but we literally use the void, so we must travel to the taken dimension and use this power as our own.
Me and my friends have been discussing this for a while, and we have created one of the three new taken subclass. We made a titan
So if you want to take a look at the new subclass design for our new "Lighteater Titan" here it is:
[spoiler]
"Our bravest men tremble at its presence"
Melee (Devour): on hit gain constant regeneration for 15 (or so) seconds
M perk 1: deal small damage over time on hit
M perk 2: slow down the enemy after on hit
M perk 3: On kill, have a much higher rate of regeneration (50% increase)
Jumps, all normal except catapult which will be replaced by:
Hover: Lock yourself vertically for a brief period of time and walk through the air.
"grenades"
G 1 (Consume the Arc): Consume arc light and gain bonus agility for a 10 (or so) seconds
G 2 (Consume the Sol): Consume solar light and gain bonus damage (even for weapons) for a 10 (or so) seconds
G 3 (Consume the Void): Consume void light and gain an over-shield for a 10 (or so) seconds
Super (Release): Release a devastating aura around you, suppressing abilities and slowing enemies down, you are put into a third person view and your hands are covered in taken "light" (gain a 50% damage reduction like most supers), (hardly spawns orbs)
S perk 1 (Take all): Enemies inside your aura take damage over time and you constantly regenerate while enemies are inside, but don't have suppressed abilities.
S perk 2 (Protect all): You take even less damage while active (a 55% to 60% increase), but enemies don't lose speed.
S perk 3 (Save all): Team mates inside your aura will gain instant and constant regeneration, but slower than normal recovery.
Class perk column 1:
C1 perk 1 (Cornered): While 2 or more enemies are near by (or a major) and you become bloodied, release a small explosion (deal 100 damage to a guardian, and kills most red bar enemies)
C1 perk 2 (Soul Bound): Increased duration (By about another 5) and effect (By about 25%) of each "grenade".
C1 perk 3 (Absorb. Everything.): Enemies hit by Devour will spread the negative effect to nearby enemies.
Class perk column 2:
C2 perk 1 (One against another): While the devour effect is active, near by allies will get a small regeneration.
C2 perk 2 (One with another): While activating a "grenade", near by allies will get the same effect.
C2 perk 3 (One brings another): When Release is activated, all allies will revive at spawn, starting with a 20% speed penalty for 15 seconds.
[/spoiler]
EDIT: NEW WARLOCK SUBCLASS
[spoiler]Corruptor: “Tainted Light isn’t all that bad”
Melee (Tear away): On hit, cancels regeneration on the target. (For about ten seconds)
M perk 1 (Rip apart): The Tear away effect last longer than normal
M perk 2 (Black hole): Tear away becomes a projectile that moves straight (About ¾ of a slow rocket speed), the further the target, the more damage it does. (charge goes away after hit).
M perk 3: Tear away deals an AOE “explosion” on hit, and spread the effect to nearby opponents
Jump: all the same
Grenades:
G 1 (Ghoul Grenade): When it hits the floor/wall, it immediately hits up to 3 enemies inside its range, but deals about 125 damage in the crucible.
G 2 (Web Grenade): Doesn’t explode until it hits the floor, when it does, it explodes and marks an area with a web, when enemies enter this web, it slows them down.
G 3 (Soul Grenade): Spawn 2 “Spawn of light”, (Act like thrall) that’s all.
Super (Dark Pulse) Shoots a large ball of darkness (like the taken captain). Any enemy (not fully) inside is slowed, partially blinded and deals less damage. Any enemy (fully) inside will die.
S Perk 1 (Willbreaker):Effects are more effective, and pulse is larger
S Perk 2 (Roots of Darkness): Enemies hit with Dark Pulse cannot move at all.
S Perk 3 (Chain of Destruction): Dark Pulse transforms into (up to 6) small orbs that track enemies. Same effects as Dark pulse, but much less damage.
Class Perks column 1:
C1 perk 1 (Ripping): Increase range and duration on Tear Away
C1 perk 2 (Hallowing): Increased effectiveness of grenades (+1 enemy on ghoul, + slowness on web, +spawn on soul grenade)
C1 perk 3 (Pulsing): Increased duration on Dark pulse effects, and travels faster
Class Perks column 2:
C2 perk 1 (Spark): Each person your grenade hits, will be marked for your team
C2 perk 2 (Surge of revenge): The person that killed you will be mark” just for you” until your next death, or until he dies,
C2 perk 3 (The End): When an enemy is hit with your abilities, they take more damage from everything[/spoiler]
We will modify the subclass over time to make sure it is balanced and won't be over used compared to the other subclasses in destiny. We will also take into account your ideas in the comments, to make it truly community made.
Thanks forever,
Tydson
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Edited by Agent Wiomyng: 12/12/2015 6:21:13 PMhunter: Deathrobber [spoiler]basic rundown: extreme support class for hunter. reactive, like night stalker, not proactive like bladedancer and gunslinger. going for a dark theme here, think a darkness subclass. an idea for the titan is already in the making. hunter: DeathRobber "A shadow never dies, simply changes shape" grenades: shadow bomb: throw a grenade that releases 6 cluster bombs upon detonating, (like a rocket launcher) torment grenade: toss a grenade that sticks to enemies and slowly drains their health and the health of nearby enemies (small radius) bloodbomb: throw a grenade that releases a goop of pure darkness, damaging anyone in the initial blast and slowing them down greatly (also prevents double jumping) melee: shadow strike: your melee attack activates near instantly and suppresses any enemy it hits (for 4 seconds) upgrades: shadow dodge: upon hitting a target with shadow strike, gain a buff for 11 seconds that causes the next melee attack against you to miss quick blade: decrease the cooldown of shadow strike and increase it's damage (to that of pre-buff storm fist) double edged: gain a second charge for shadow strike. double tapping the melee button with two full charges allows you to deal double damage in the same time-frame as a single shadow strike super: accursed: increased recovery for any ally near you, any ally near you gains health when ever you get a kill. kills cause explosions. upgrades: till' midnight: kills with explosions from this super cause explosions (for an infinite chain). explosions are bigger. twice live: revive teammates instantly. reviving teammates generates orbs. teammates can be revived under any conditions. contagious curse: accursed can now be cast after death. doing so causes a VERY large explosion emanating from your murderer, killing them and anyone caught in the blast (basically a dark fist of havoc). random upgrades (column 1): till' death: explosions caused by accursed are more damaging and have a chance to deal precision damage (multiplier of 2x) hells kitchen: shadow strike causes damage over time and getting a kill with shadow strike has a chance to cause the target to explode (like accursed) remembrance: damaging a target causes them to be marked and take additional damage for 17 seconds random upgrades: (column 2): bloodlust: grenades cause minor DoT and mark targets they damage for 6 seconds overflow: you can store an extra 1/2 grenade charge and 1/2 melee charge that are used as the starting point after you use the respective ability hive mind: link all allies together when super is active. when one gets a kill, the others get a damage and defense boost for 3 seconds. stacks up to 4 times with a max duration of 8 seconds. the hunters need a better support class than night stalker.[/spoiler]