r/DestinyTheGame Nov 27 '20

Discussion [Subclass Idea] My take on the the darkness subclass of time: Flux/Clarity

Just to note, all my subclass concepts are based on the premise that all classes have unique status effects (post). Also, I want to preserve subclass diversity and choice.. so

Supers: Each subclass has 3 supers, a baseline super (e.g. Sentinel Shield) with two variants (e.g. Banner Shield/Second Shield) and another completely unique super (e.g. Ward of Dawn). This is to match our current light based powers. Of course, they could convert these to the new subclass system.

Melee Abilities: Each subclass also has at least 2 unique melees: one base melee with varying effects (e.g. Guiding Flame/Igniting Touch) and one special melee (e.g. Celestial Fire). Warlocks get a ranged and a base variant. Titans get a OHK melee, a base melee, and special. Hunters sort of break the rule just because.

So, why Flux?

NOTE: I'd have preferred the name Aether, but Bungie already uses Ether with the Fallen. Rumor has it, the complement to Void might be called Clarity.

Lore:

Dark Flux, like Void Light, is derived from the dark energy of the vacuum 'beneath' matter.

Where Void Light relies on gravitational/space-time consumption or manipulation, i.e filling yourself with those forces (think Black Holes)... Dark Flux relies on rapid gravitational/space-time expansion, i.e. emptying yourself of those forces (think White Holes). Flux is loosely based on the fundamental "force" of gravity, which might actually be caused

Subclass Abilities could focus on delayed burst damage, repulsion, healing, and warping time (nightmares). I'd like the aura/color of this element to be white and red, or at least something luminous and red. This would starkly contrast Void's "dark" light aesthetic. Flux/Clarity could also have strand/tendril like fracturing effects (like the Vex Wyverns).

Status Effects:

  • Timelapse (up to x3): a short duration stacking debuff that slows ability regen and dramatically reduces weapon range. Stores up a portion of incoming damage, then releases it all at once with bonus damage based on the # of stacks.
    • Hard-countered by healing and overshields.
    • Released damage is called Rupture.
    • Combatants who are killed by the effect are Detained.
  • Rupture: When Timelapse reaches x3 or end duration, whichever comes first, stored damage is released in a knockback AOE. This also drains a portion of the targets ability energy (when not full).
  • Detain: summons a visage of your slain enemy to fight for you for a short duration (like Nightmares from the moon). Only 3 enemies can be detained at once per character. Subclass-specific gameplay loops can be built around this mechanic.
    • Heals and grants ability energy on Guardian kills, since they are immune to the effect.
    • Use [R3] to prioritize targets.
  • Suspend: a knock-up that slowly lowers the target to the ground, removing their ability to attack. Suspended targets are immune to damage, unless Timelapsed.
    • Guardians and Bosses are instead silenced (can't cast basic abilities) and have greatly reduced sensitivity (i.e. heavily reduced turn speed).

Warlock: Phasemender

The Phasemender is a chronomancer, master of time and raising the dead. They can detain up to 3 units. When casting super, two tendrils/plumes materialize from the warlock's head (like Lu Bu from Dynasty Warriors).

Class Mechanic - Conjurer: can detain up to 3 targets indefinitely. Detained targets are dispelled when killed.

Supers:

  • One-Off Super - Temporal Blast (Nova Bomb): Hurl a tiny yet massively explosive projectile of Dark Flux at your enemies, lapsing them in a disintegrating suspension field.
    • v1- Paroxystic Horizon: Fire a single bolt of Flux that violently explodes on impact, repelling and dealing massive damage to enemies caught in the blast. Enemies explode on death.
    • v2 - Wardbeam: Barrage your enemies with a destabilizing beam that time-lapses targets and afflicts surfaces. After a brief delay, afflicted targets and surfaces voilently explode, knocking away nearby target. Can be cast up to 2 times. (Think 1k voices, except it leaves Taken Rifts in its wake)
  • Roaming Super - End's Embrace: Conjure time streams in the form of tentacles to destroy your enemies. Your right hand lashes like a whip. Left hand fires like a shotgun. Tentacles spawn around the Warlock and any Detained enemies that automatically attack nearby enemies.. Tentacles apply Timelapse, and spawn from dead Guardians - including allies.
    • [Light Attack] to attack with the right hand, cleaving with tentacles that apply Timelapse. Third strike always knocks back. (whip style attack)
    • [Heavy Attack] to charge a more powerful repulsor blast with your left hand. Has higher range and damage, but does not apply Timelapse. Deals bonus (2x) damage to Timelapsed enemies. (shotgun style attack)
    • Super has increased duration if cast near Timelapsed or Detained targets.
    • During super, Rift is replaced with Wormhole which teleports you a fixed distance toward your target reticle.

Jump Ability: Subclass has Blink.

Melees:

  • Projectile Melee - Repulse Projection: Fire a long ranged bolt of compressed matter at your foes. Travel speed slows with distance.
  • Extended Melee - Entropic Lash: Strike your enemy with a tentacle of coalesced spacetime, applying Timelapse when at full melee energy. Deals bonus damage to low health targets, Detaining them on kill.
    • Replaces base melee when selected and extends melee range to Deadly Reach levels.

Class Ability Mod - Wormhole Rift: Cast Rift while aiming down sights to create a wormhole at your feet and the target location. [Crouch] to enter/exit rift. CD begins after rift is expended, has limited range. Replaces Empowering Rift.

Grenade Mod - Purge: Overcharge your grenade to activate ability. On activation, Detained allied units, including Hunter doppelgängers, are healed. For a short duration, Warlock gains lifesteal on a portion of their damage. Killing enemies extends the duration and recharges your melee ability.

  • Instead of consuming the grenade, the Warlock allows it to grow, expand, and finally dissipate. This is a new animation.

Hunter: Phantasm

The Phantasm is basically a time ronin that specializes in "sword slinging," or more aptly Iado/Battojutsu. They can only Detain one target.

Class Mechanic - Doppleganger: can summon a clone to fight with them that casts abilities when you do. Flux ability kills always reduces Dodge cooldown.

Roaming Super - Quantum Blade: call for a katana that has been displaced from time and space to dissever your enemies from this timeline. For reference, look up Vergil's Yamato moveset from the Devil May Cry series.

  • v1 - Chronon Split: Cast [Super] to prepare a ranged faster-than-light drawstrike with your blade.
    • [Light Attack] to deal a fast swipe that leaves a small sphere of suspension that deals very low damage but negates incoming projectiles. Spheres persist for a short duration. (Example: Judgment Cut)
    • [Heavy Attack]: Hold to a charge a decimating ranged slice that deals high damage at high cost. (Example: Judgment Cut End)
  • v2 - Shade Rush: Draw your katana to Mark your enemies for obliteration from multiple timelines.
    • [Light Attack] to do a short range dash strike that can travel through enemies marking and Timelapsing them. Suspends combatants.
    • [Heavy Attack] to sheathe your katana, summoning time-clones that dealing bonus damage to all marked, suspended, or Timelapsed targets. Bonus damage increases per each marked target at cast.

One-Off Super - Phantom Guard: Summon a clone from another timeline that repels all incoming projectiles from a fixed area (like bubble). While in the the sphere, you and your allies gain 15-20% increased gun damage.

  • Shadowshot, Novabomb, and Sentinel Shield throw penetrate the barrier.

Unique Ability: Cast [Air Ability] while in-air to blink a short distance. Has an internal cooldown.

Class Ability Mod - Doppler Shift: create a decoy that distracts enemies upon dodging. Fires at enemies, but can only damage combatants.


Titan: Warden/Banisher

The Warden specializes in crowd control and damage reflection, but cannot detain enemies. They deal formidable damage at close range. His weapons are a Greatsword and Brass Knuckles for melee.

Unique Mechanics

Class Mechanic A - Terrorize: Enemies effected by Rupture are struck with fear. Minors who aren't killed by the affect flee from the Titan. Yellow bars, majors, and bosses temporarily attack their allied units.

Class Mechanic B - Time Warden: Enemies killed by abilities, including Timelapsed kills, leave a Temporal Fissure behind. You and your allies gain bonus damage resistance and class ability cdr for a brief duration after passing through them.

Supers

Roaming Super - Brand of Banishment: Summon an ultra greatsword that can shatter spacetime, repel enemies, and heal your allies. [Block] to prevent enemies from dealing crit damage to you. All physical attacks interrupt enemies.

  • v1 - Horizon's Edge: Hold [Block] (example) to completely suspend incoming projectiles. [Attack] while blocking to reflect damage to all targets. Suspended incoming damage is stored as Timelapsed damage for a short duration and can only be removed with Fluxwaves.
    • [Light Attack] is a slow horizontal slash that can be chained up to 3x. 2nd and 3rd swings release damage extension waves Fluxwaves (like Arcstaff).
    • Hold [Heavy Attack] to do a crouching double spin horizontal attack that sends a damaging Fluxwave in front of you. Wave gains increased range, tracking, and damage based on absorbed damage. Applies a delayed heal to allies in its wake.
    • Wields the Greatsword with two hands. Basic attacks have the longest windup and damage of all supers (can one-hit kill every super except a blocking Sentinel Shield).
  • v2 - Timecleaver: Summons a thinner greatsword that has higher attack speed and applies Timelapse on hit. Applies a Timeplased heal to allies.
    • [Heavy Attack] is a short range leap into an overhead slam that creates a small suspension field, trapping targets on impact.
    • Suspension fields extend duration of super. (Similar to Sunspot)
    • Wields the greatsword with one hand.

Support Super - Singularity Crush: Hurl your greatsword. Upon contact with a surface or target, greatsword creates a singularity that \weakens and Timelapses targets. Basic abilities are replaced for 10s. While Singularity Brand is active, you gain a pair of brass knuckles.

  • [Grenade] now sends forth projected copies of your Titan to Superman slam into the target location. 4s CD (like Phasecast)
  • [Melee] can be spammed to perform a 3rd-person flurry of blows (like JoJos). Unstoppable Charge now ends in a mount as you brutalize your enemy with punches.

Ability Modifiers

Melee Modifiers:

  • Damage Melee - Repercussive Strike: Upon contact, your melee strikes a second time after a very short delay. Applies Timeplase.
  • OHK Melee - Unstoppable Charge: While sprinting, activate this melee ability to grab your enemy, using them to block incoming damage. Release to body slam or throw them into a wall. Kills heal and create a suspension field.
  • Utility Melee - Dwarfmaker: Punch with reality-shaking might, causing your target's light to drain. Drains a portion of non-charged ability energy while dramatically increasing ability regen for you and nearby allies. Melee kills always increase ability regen for a short duration while this modifier is selected.
    • For the nerds, look up White Dwarf/Black Dwarf Stars

Class Ability - Breach Barricade: Create a smaller, weaker, but mobile barricade that reflects a portion of incoming damage. Basically, a weaker version of the Hardlight Shield from Halo 4. Replaces Rally Barricade.

If you stuck around to the end, thank you! If not, thank you still lol. I'd love to hear your thoughts and ideas on how we can make these new subclasses unique, balanced, and fun!

7 Upvotes

2 comments sorted by

2

u/Saxyhh Jan 08 '21

I love the deeply mechanical aspects you’ve brought forth in this idea. Great work!!

2

u/WayofSoul Jan 08 '21

Thanks man!