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2/3/2015 1:10:49 AM
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Arc Warlock: Stormbringer [i]The light which pierces the veil of the Darkness[/i] [b]Spear of Light[/b] hurls a spear of Arc Light which deals massive damage and chains lightning to nearby targets upon detonation. Solar Titan: Crusader [i]The burning flame of resolve[/i] [b]Ring of Fire[/b] slams the ground explosively to create a ring of solar flames which damage and burn anything that touches them. Void Hunter: Shadowmaster [i]You no longer fear their Darkness, but they will fear yours[/i] [b]Shadow Slice[/b] Charge your blade with void energy and charge forward a great distance in the blink of an eye, carving through any enemy in your path. (While this is active, like other Hunter supers, you are mobile, but only have 2 charges to expend. Using your melee attack will consume a charge and launch you forward, instantly cutting down any enemy in a straight line to your destination.)
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  • Did you really just take one of their supers and change it to a different damage type? Real imaginative.

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  • Also, in case you still haven't noticed, each class is is meant for certain playstyles and roles. So no, Warlocks and Titans should not get a mobile super like the Hunter, and no, hunters shouldn't have a "support super". If you want a mobile Super, roll a Hunter. If you want a support Super, roll a Defender or Sunsinger. Plain and simple. Warlock Supers turn them into human artillery cannons. You either throw a massive bomb, or you get to rain fire down from the sky with grenades. Titan Supers are meant for on-site crowd dispersion, in the form of either overwhelming assault or near-unbreakable defense. They are simply meant for clearing and controlling the current area. Hunter supers are meant for quick, mass kills with extreme mobility. That's the way it is.

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  • I never thought of it it that way, makes a ton of sense if you look at it from that way.

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  • Honestly, the tricky one was the Hunter one. I had to think of a way to keep the mobility, without sacrificing lethality, but also without making it too overpowered like Arc Blade. Which is why i thought of just making it have 2 straight-line dash attacks that just carve through a narrow area. You'll still have to aim it, you're limited to number of charges, but you can still rack up a body count if you use it right.... or launch yourself off the edge of the map, that works too.

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  • I came up with a pretty good solution have the hunter just have a mist bout him, kinda like the wizarfd darkness that harms nearby enemies and heals nearby teammates or boosts their stats.

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  • Edited by Evilman520: 2/3/2015 8:08:07 AM
    yeah, but again, that follows the "support" thing that Hunters are not meant to be known for. They are assassins, made to infiltrate, dispatch, and exfiltrate with little to no damage to themselves. They specialize in high mobility and hit-and-run. Maybe, this could be some kind of exotic effect from an exotic armor piece? As for perks for my Super, one i figured out a couple: 1st perk: Spacial Tear - Your attacks leave a temporary tear in the fabric of space, dealing damage to any enemies who touch it. 2nd perk: Wide Blade - Your attacks cover less distance, but have a wider reach 3rd perk: Fearless - discard all defense to gain an additional charge. You take additional damage from all soucres.

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  • I just did what Bungie did. God knows it wouldn't be accepted otherwise.

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  • Kamehamehaaaaaaaaaaa

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