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Destiny 2

Discuss all things Destiny 2.
Edited by FatalFantasy88: 11/4/2017 8:29:30 PM
22

New idea: Overcharged Supers?

Good idea

168

Bad idea

87

What if any class could fill up their super meter twice and use it up to create a stronger super? . Titans- Overcharged Striker: AOE slam is increased by 25% Shoulder Slam now instantly restores health AOE slam now creates a shockwave out in front of user (Destiny 1 perk) Every kill increases movement speed by 10% (stacks 3 times) Overcharged Sentinel: Guarding with the shield now restores health based on damage absorbed An enemy hit with shield toss now creates a new shield that seeks another target (damage decreases by 20% per hit down to 40%) Ward of Dawn AOE is increased by 50% and grants Weapons of Light (Destiny 1 perk) Overcharged Sunbreaker: Hammer now becomes a sledgehammer that can combo Sledgehammers that are thrown go through enemies and can be self detonated for 150% more damage Kills with the sledgehammer create solar flares that burn and blind enemies caught in them . Hunters- Overcharged Arcstrider: Combos are now extended by 2 hits and final hit creates lightning bolts that extendes out in a cone AOE for 150% more damage Dodging range is increased by 25% and increases movement speed by 30% briefly (5 seconds) Every kill with overcharged super restores health fully Overcharged Gunslinger: Adds two more shots to Golden Gun Every two shots landed with Golden Gun refreshes one shot back into the Golden Gun A precision kill with the throwing knife during the overcharged super increases the next shot by 50% and refreshes the throwing knife Overcharged Night Stalker: Adds 2 more Tether shots and Tether AOE is increased by 30% Grants increased reload speed, movement speed, and handling to self and nearby allies by 12% per enemy caught (stacks 5 times) Every enemy killed while tethered restores 33% of health . Warlocks- Overcharged Voidwalker: Nova Bomb AOE is increased by 50% Initial explosion damage is increased by 50% and singularity remains 5 seconds longer All enemies kill by the original Nova Bomb produce a smaller bomb that seeks out enemies aggressively Overcharged Stormcaller: Upon activation, heals health fully and creates a devastating shockwave AOE around user that blinds and slows movement speed of enemies by 50% Stormcaller movement speed is increased by 30% and range of damage is increased by 20% Every enemy killed by overcharged super restores 10% health and starts health recovery Overcharged Dawnblade: Users armor, movement speed, and health recovery are increased by 50% during activation Every slash with Overcharged Dawnblade now creates two projectiles that aggressively seek enemies Every enemy kill by Overcharged Dawnblade creates a healing rift upon their bodies . It could be a nice addition! Edit: What if a well of light appears randomly in a location? And someone must remain inside for 5 seconds to gain the overcharge, then it disappears?

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  • I sort of feel like that would change the raid to the point people would just sit for ten minutes at each stage to wait for their "second" to charge back up. I think, at best you would need a system that the overcharge can't hold and dramatically falls off for charging if you don't kill an add or something per 5 seconds. I also don't know how it would adapt when some exotic armor essentially give you extra benefits for stored energy already. I don't want to fight Titans with a dozen grenades lobbing at me for the second half of each crucible match. Only other feasible risk/reward I could think to balance is that if you store too much it auto triggers if you want it to or not, potentially causing you to wipe during the raid when it triggers at the worst times.

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