So check it, bungos current "Class Identity" sucks. To make this quick, it boils down to everyone do big damage.
Problem: If everyone's identity is do big damage but in different ways, whoever does the biggest damage is the most used class, and everyone else gets thrown under the bus.
Except you, Warlocks, big cause Warlocks got given the golden ticket on how to solve that, and everyone used to have it before it was taken away.
So here's the solution:
Class Identity, this is gonna need a big overhaul for this, but I believe it will fix Class balance and make balancing the game as well as 10x easier.
So the Identities
Warlocks get to go first because they need the smallest change and are the best framework to build around.
Warlocks: [b][u]Buffs, summons, ability spam, and Ok damage.[/u][/b]
Warlocks should be the Buff class. I see you titans 👀 [i]"but we're the buff class!"[/i] Not that kind of buff titans, it's Support buffs.
Now hang on, now hang on, don't leave yet Warlocks, I'm not talking about being permanent Wellocks for eternity.
There's more than just healing and radiant that could be used here as buffs. And some supers that are fan favorites that could be brought back into the lime light, without needing to make them oppressive, chaos reach anyone? (I can make it good again without breaking the game.)
Here's the idea: Right now, the biggest buff that warlock gives to a team is well, Well! The problem is Well is just survivability and a small damage bonus.
There are so many more branches to branch out from than healing and radiant for buffs. And the best part? It doesn't need to be tied to Wellock!
Like here, Arc Souls are a fantastic example, giving the team Arc souls should be way more beneficial than it currently is, and we can even build into Arc Warlock having even more support capabilities!
Like, imagine if using Chaos Reach instead of just jolting a target, it instead gave your team around you a trash ton of bolt charge stacks like 10 a second!
So, while you're locked into the animation, your DPS may not be amazing. The rest of the team will just be popping off!
And!
Imagine all the over avenues you could explore with team buffs like increased ability regen, weapon performance, augmenting weapon/ability damage, and giving even more functionality to summons to help the team!
But, here's the thing... To maintain balance, you need a trade-off, which is sadly lower base damage. Which means in a team of all 3 classes, you will do the least damage, however, if done right! Not by much, just enough to make you not be the only pick of the 3 classes.
And! In solo content with your buffs should be equal. That way, when playing with small teams, any class combinations doesn't overshadow another!
As well as making sure that running only a team of 1 class is the worst option. Which is the whole point of this post.
[b][u]Making sure there's team balance in high player counts and negligible influence on smaller team activities class choice.[/u][/b]
So the real Warlock Identity is: [b][u]Big team buffs, but lower base damage.[/u][/b]
Which makes them high damage and high survivability when alone, but makes a team even higher in damage with similar survivability. And with the ability to augment their teams' abilities, almost like a tactician on the battlefield.
Now I hope I didn't lose too many people with that long explanation, and I didn't anger too many Warlock Supremacists. But let's move on to hunters, because hunters need a big overhaul that follows in the Warlocks footsteps.
Now Hunters are tricky mostly because they had an identity at first, but too many changes focusing on just being smaller titans were done, so this is probably gonna change how the class is played for the most part.
So, Hunters: [b][u]Debuff kings, good damage, but low survivability.[/u][/b]
Hunters should be all about debuffing the whole field. Where Warlocks buff everyone! Hunters should Debuff everyone! The polar opposite to Warlocks. Now I know what you're thinking: "But they already do that just they suck at it, or it's not worth it!"
And that's the problem they used to be the debuff king, but either got nerfed into the ground or replaced by another class or exotic.
Talking about you, tractor cannon!!! F you, this is a hit piece on you tractor why do you exist!!! You've singlehandedly killed all team play for tether in endgame content besides just being an add clear super!!! F tractor cannon, all my homies hate tractor
However, I won't kill you today, just not make you a total replacement. Which is easy... buff tether's debuff, make it tied to the super stat, and at 200 super, it's 45% debuff instead or even 50%. Just make the tractor justification be a desperation choice and not a replacement. Like, come on!
However, tether isn't the only thing that needs help. Stasis needs a buff, too! NOT SHATTER DIVE! NOT SHATTER DIVE!!! WE DON'T NEED TO TALK ABOUT SHATTER DIVE! Shhhhh, it's ok, it's ok. This isn't Beyond Light Crucible!
But freezing a target needs to give a better damage augmention whether it's increasing shatter damage or increasing the speed in which you can shatter.
But let's not get into the weeds here. We're here for broad strokes.
So avenues to explore: Increasing damage to debuffed targets, decreasing the target's damage, restricting the target whether it's restricting movement or abilities, and applying more status effects.
The Identities for Hunters: [b][u]Debuff kings, good damage, low survivability but high battlefield control.[/u][/b]
Basically, you want them because they can do decent damage but also increase the teams damage, and they make up for low survivability in solo content with high battlefield control or avoiding fighting altogether. Basically, like a trapper or an ambusher. Classic rogue stuff! I mean that's what they're there for, right?
Even Cayde, the "gunslinger" used a ton of traps and ambush tactics in his on-screen fights.
So please make debuffs stronger and make Hunters better at giving them!
Now, finally, if any Titans made it through this wall of text!(which lets be honest, they're probably just skipping to the TLDR at the bottom.) You're next! But first! 5 min break, you probably need to refill your Crayola box, I'll wait................
You back yet? Good.
Now Titans identity!!! I'ma be for real here Titans got the best and the worst identity here because it's just:
[b][u]BIG DAMAGE, BIG SURVIVABILITY!!!![/u][/b]
That's right highest base damage and highest base survivability! No more support aspirations! Get out of here void Titan! Old news! Strand Titan! "Oh, I give my team heals and damage but only swords." Trash, you should be doing more damage!!! This is both the easiest and the hardest to team balance, and is the most important.
Titans need to be the best at damage by themselves but have very little to give to the team, they should be the selfish class with buffs and debuffs while having very little to buff themselves up because they should be factory made good damage good survivability! Warlocks and Hunters' main purpose in life is to help Titans kill God!
While also making sure Titans aren't too self-reliant, a full team of just 1 class should be just as good as a full team of any 1 class. But a balanced team should dominate!
Avenues to explore:
Making Void much more of a traditional tank with pulling agro and blocking damage while still being mobile helpful in none boss content.
with stasis being more stronghold(not the exotic) focused with shattering your own defenses for good burst damage,
along with solar D.O.T heavy, and Arc burst heavy.
With strand being a nice balance of damage and survivability.
In solo content, they should put out damage and be able to take damage without many buffs. But on par with a fully buffed Warlock. In team play, they are the base you build off of, what do Warlocks buff? Titans. Who benefits the most from a debuffed target? Titans.
The Identities for Titans:
[b][u]A strong foundation, good base damage, good base survivability. But even stronger when built up by a balanced team.[/u][/b]
I could go on about the nuances on how to make sure a 2-2-2 split is the best and how having a random mix could still be good. But as long as we avoid only 1 class or excluding 1 class, I will be happy and feel the game will be better for it.
I hope I didn't destroy too much about what people like about each class, I understand that some people just want to be top dps and be able to play any class doing so, but I feel like everyone just being pure damage as their focus leads to lopsided team comps and as a hunter main 🚨*Hunter main alarm, Hunter main alarm!*🚨 yeah, yeah, execute me later. In recent years, the meta has just favored just 1 class or excluding 1 class in PvE, and I don't like it. I want to be able to show up and throw on something without being a detriment to the team.
Anyways, give suggestions down below, scream my opinion is bad and I should feel bad, or just go off on a tangent about what you want to see from the classes.
Here's the TLDR:
Class Identity for each class:
The Identities for Titans:
[b][u]A strong foundation, good base damage, good base survivability. But even stronger when built up by a balanced team.[/u][/b]
The Identities for Hunters:
[b][u]Debuff kings, good damage, low survivability but high battlefield control.[/u][/b]
The Warlock Identity is:
[b][u]Big team buffs but not just straight damage buffs or healing, but more interesting buffs like summons and ability augmention. However, they will need to be reined in with lower base damage to not outshine the others.[/u][/b]
But all classes should do roughly the same damage when solo.
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Can't wait for nobody to read this.