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12/15/2020 1:32:45 AM
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Idea on how Voidwalker can be updated

Voidwalker by Paymon This post is for me, a Voidwalker main, to give my ideas on an updated Voidwalker subclass based on the new Stasis subclass system. First off, I will be going through all abilities, new abilities, and how old ones should be updated. Then I will cover some ideas for aspects and fragments for the updated Voidwalker subclass. There will be edits made to this list as time goes on until Bungie updates the Light subclasses to use the new system. Abilities: Rifts Healing Rift: casts a rift bellow the user that heals themselves and allies, which is the same as usual. Empowering Rift: same as usual casts a rift bellow the user that grants themselves and any ally increase weapon damage. Gate Rift: A class ability that grants the user two-class ability charges. This rift is a movement-based class ability. When one rift is cast nothing will happen except deplete one charge. Once the second rift is cast the rifts get linked together, this link allows for the user or an ally to walk through the rift and appear at the other rift. There will be a cooldown on the usage of the rift. There are two options for the cooldown, either have the rift be permanent; have it almost close when a player walks through it, then it will then slowly open back up until it's fully open and ready for use. Players can also not see through the rift to the other side, so it gives the advantage to the enemy when the player initially exits the Gate. The second option is to have it have a set number of uses before it disappears. The second option is better. The class ability energy does not regenerate if a Gate rift has been placed unless the second rift is not charged and not placed. If both Gate rifts are placed the user may press the class ability key again to close all rifts and that will allow for a recharge of class ability energy. Jump abilities Burst Glide: Jumping while airborne will activate glide with a strong initial boost of speed. Balanced Glide: Jumping while airborne will activate glide with moderate speed and directional control. Strafe Glide: Jumping while airborne will activate glide with strong directional control. These three will stay the same and all three will be allowed as choices. Blink: This needs a serious update. The player has two charges of blink with a cooldown that will appear as a debuff with a countdown timer, like the Icarus dash. Blink will now work in the following way: when the player is airborne and presses the jump key, the player is then teleported a medium distance in the direction they are looking in summation with their momentum. So, when a player is blinking in tandem with their momentum vector, they will get the maximum distance. But if the player turns around midair and blink, they will blink in that direction, but the distance will be less due to the now relative negative momentum. Melee abilities Entropic Pull: Striking an enemy with this melee ability will drain health from the enemy and will add energy back into your grenade. This melee will also now be a medium-range melee that casts a wave that pulls enemies in the direction of the user. Atomic Breach: Striking an enemy will knockback the enemy causing a temporary suppression debuff and causes a void explosion dealing massive damage. This is the same as before except for adding a temporary slowness debuff. Devour: Kills with this melee ability heals the user fully and grants the devour buff. Photonic Blast: This melee ability when activated casts a medium-range void beam that does low continuous damage to enemies. This beam however causes the enemy to gain the blind debuff temporarily. Grenade Abilities Vortex Grenade: A grenade that creates a small singularity that pulls enemies that are in the range of the grenade towards the middle, applies the suppression debuff, and continuously causes damage. Enemies still have a chance to escape if they continued to push in one direction. Axion Bolt: A bolt of void light that when it hits a surface it deals initial impact damage and then forks out into smaller bolts and tracks nearby enemies that on impact deal more damage and causes a small void explosion. Scatter Grenade: Grenade does damage on impact and breaks apart in a large area causing consecutive void explosion damage. When hit with the initial impact enemy temporarily becomes blind. Handheld Supernova: Handheld is now a grenade ability. Its attributes and damage are based on how long you charge it for. When fully charged it behaves the way it does currently. If you press it once it will not deal damage to the user, and the range is increased but deals less damage to enemies. Damage to yourself, enemies increased based on how long the user charges it for, the range is inversely proportional to charge time, so long the user charges the less range the user has. There will be a cap on the max charge amount. This will require a buff to damage and a nerf to time to full charge to make it a viable but balanced independent grenade ability. Aspects: Gravitational Lensing: When you or an ally are using your rift, they become invisible once the player exits the rift the invisibility will then have a short cooldown. Gives 1 fragment slot. Gravitational Wave: When casting a rift there is a medium-range, spherical pulse-wave of void light that slightly pushes away and damages enemies. It also applies a temporary suppression effect. Gives 2 fragment slot. Inverse Graviton: Any void ability that applies a suppression effect is now swapped out for a floating effect that makes anyone that has the debuff float up and in the direction of their momentum with no directional control until the timer is out. Players affected by this effect still aim and shoot and use their jump ability after the timer is out if the jump ability is available. Gives 3 fragment slots. Chaos Accelerant: Grenades may now be overcharged granting an increase in grenade damage and range. Grants 3 fragment slots. Feed the Void: Player can now consume their grenade to gain the devour buff. It will also start regening your health. Grants 2 fragment slots. Gravitonic Grasp: When using a void melee ability, it causes axion bolts to spawn and track nearby enemies to deal extra damage. These also apply the suppression effect. Grants 1 fragment slots. Fragments: Cosmic Bloom: Void ability kills causes a void explosion. Cosmic Fission: Void explosions are now larger. -10 in discipline. Cosmic Fusion: Defeating enemies with suppression, or float, will pull nearby enemies towards the direction of the defeated enemy. Also grants grenade energy. Cosmic Accelerant: +10 In mobility. Increase the speed of tracking void abilities. Cosmic Field: Grants melee energy. Increases range of grenades. Cosmic Burn: -10 strength. Applies a void burn to any target that was given suppression or float by the user. Cosmic Nova: +10 Intellect. Void ability kills grant ability energy. Cosmic Fractal: +10 Recovery. When an enemy is slowed or floated, grants additional time to devour. Cosmic Fractures: Decreases charge time for charged based void abilities. - 10 intellect. Supers: Cataclysmic Nova Bomb: A larger but slower nova bomb that can track and explode into smaller tracking bolts. Singularity Nova Bomb: A fast nova bomb that explodes on impact and spawns a large singularity at the point of impact that does continuous damage, causes suppression, and pulls enemies towards the center of the singularity. Nova Warp: Become the nova bomb itself. Same as the current nova warp. The difference being it caused blindness to anyone damaged by Nova Warp. The range of nova warp is also increased. Scatter Nova Bomb: Short-range array of nova bombs. On activation, the player spawns in 6 small nova bombs that explode on the impact of any surface. This nova bomb is affected by gravity immensely causing the array of bombs to curve downwards quickly. I also propose an added item separate from aspects and fragments that change supers. An item that can be applied to a system that can have rapid development for new unique uses of the different elements. So later in the future more super types can be added and removed so there is a constant evolution of all class abilities. NOTE: I have a sloppy concept image of how the subclass screen could look like. But the most important part of it was adding a small diamond on the bottom left side of the supers diamond on the subclass menu. This diamond would be selectable and it would be where a player could change what their super does. Feel free to give some ideas or feedback on my ideas. This is a post I made on Reddit that didn't get much traction so I'm hoping more people see this one here.

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