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Edytowany przez użytkownika ConfidentLaptop: 11/15/2015 10:59:35 PM
4

Class Ideas

Could either be put into current classes as Sub-Classes, or made as entirely new ones. Field Cryptarch (Colorless) Grenade: Incendiary, Scatter, Flux Melee (Midas Touch): Killing an enemy with Midas Touch increases glimmer dropped by it for the entire team. (Pick 1 of 3) -Obtaining Glimmer and Engrams from this ability recharges melee and grenade (100 glimmer would refill either) -Deals more damage to Majors and Ultras. If a glimmer consumable is active, deal even more damage to the race associated with the consumable. -Recharges three times as fast. Kills with Midas Touch has a small chance to drop an Engram. Super (Greed): All players in the fire team gain a bonus to damage, agility, armor, recovery, and reload speed for 15 seconds. During this, engram drops are doubled, consumable drops are doubled, and legendaries have a chance to re-roll into exotics. If anyone gets a kill, time is added back (with diminishing returns). (Pick 1 of 3) -Primaries for the fireteam will receive a 50% magazine cap. buff during the super. Picking up ammo during the super reloads all guns. Ammo is dropped more often. -Faster grenade recharge for the fireteam, and all players throw two grenades instead of one during the super. -During the super, whenever anyone picks up any item (other than orbs), drop an orb. Orbs regenerate more of teammates' supers. Special Perks: (Pick 1 of 3) -Tactical Retreat: Can go invisible from either taking too much damage, or by crouching. Surviving near-death has a very small chance to drop an engram -Master Decrypter: All engrams and sellables (house banners, ect.) automatically decrypt and/or convert to glimmer for the entire team. Increased drop chance. -Praised Medic: Faster revives on team mates. Reviving a team mate gives glimmer and has a chance to drop blue engrams (Once per 45 seconds) (Pick 1 of 3) -Engram Salvage: Picking up engrams regenerates grenade energy. Increased drop chance. -Material Salvage: Picking up any material provides ammo and reloads all guns. Picking up engrams may drop material. Increased material amount. -Long Lasting: Consumables last 30% longer. Slightly increased recovery and armor while not using one, but massively increased when any consumable is active. Jump: Double Jump, Triple Jump, Controlled Jump, Lift Survivalist (Solar) Pocket Gun (Replaces melee, but uses grenade spot on skill tree. Kept out five seconds before dispersing. Pick 1 of 3): -Sawed-off: Double barreled, extremely short range shotgun. -Snub Nose: Five shot, fast firing handcannon. Low accuracy. -Survival Rifle: Single shot sniper rifle with no optic, extremely low impact, but massive precision damage (8x versus normal 5x) Patience: Uses grenade button. While activated, precision damage, accuracy, stability, and optic zoom increase for 7 seconds. However, movement speed, reload speed, and recovery slow down. Pick 1 of 3 bonuses: -Buffs are doubled, but debuffs are as well. -Provides Third Eye and Enhanced Radar during Patience. -Provides Invisibility that won't be broken even after shooting. Takes 20% longer to recharge. Super (Shutdown): Precision buff is multiplied by 5 for 20 seconds. The player will go invisible, gain massive agility and armor, and will have enemies highlighted through walls. Rounds will also pierce through any wall. However, the player is allowed one shot. Once they fire, the super ends. Pick 1 of 3 extra bonuses: -The round fired will generate a huge explosion on impact, spreading out the damage. Anything killed by the explosion will also explode. -The super has double the time limit. The longer the player waits to take the shot, the more damage it will do. (Waiting a full thirty seconds will change the multiplier from x5 to x36) -The player may use their pocket gun without disrupting the super or their invisibility. Pocket guns regenerate 3 times as fast, but will not receive the buffs. Special Perks 1 -Pocket Guns gain an extra charge an have a longer duration -Precision shots have a chance to return ammo to the reserve -Prevents all flinching while being shot Special Perks 2 -Kills during Patience lengthen its duration by 1 second every kill. Using Patience refills your Pocket Gun. -Replace your heavy weapon with a different sniper currently in your inventory. This sniper deals 75% more damage, 15% more precision damage, but holds 1/3 of the ammo in reserve. -Precision kills cause the target to explode into a solar flare. Jump: Double, Triple, Controlled, Blink Engineer (Arc) Turret (Replaces Grenade. Pick 1 of 3) -Burster: Holds 18 rounds. Fires in 3 round bursts. Deals small damage -Shotgunner: Holds 4 shots. Whenever someone steps close, rapidly fires all shotshells. -Tesla: Can fire for 5 straight seconds. Fires a short distance beam that arcs to anything and everything near it. Defibrillators: Replaces melee and recharges at half the normal rate of a melee. Deals massive damage at a very very short range. Can also be used to instantly revive teammates (Only once per run in a darkness zone) with certain buffs. Pick 1 of 3: -Provides a longer overshield and bonus agility. -Drops an orb for them. -Provides no buff for teammates and does not allow revive, but instead weakens a target's defenses on hit. Super (Ex Machina): Pull out a large laser and jump into the air. The laser will charge for 2 seconds before firing. Three extremely powerful beams will home in on any target in their range. They will angle around walls and chase down whatever they can. Pick 1 of 3 buffs: -Beams will explode multiple times on impact. Super charges faster. -Instead of homing lasers, shoot 5 lasers in a straight line quickly. They will bounce and pierce. -Lasers divide into more tiny lasers on a kill, slowly chasing after any survivors. Tiny lasers will also divide on kill. Special Perk 1 -Defib kills do not consume a charge. Charging defibrillators can be charged for 5 seconds before use to increase damage and/or their applied buffs. -Turrets give off a tiny healing field for teammates. Turrets stay on the ground longer. -Super fires an extra laser. Bonus armor and recovery. Special Perk 2 -Turrets will arc electricity off, damaging any enemies coming in close. Turret's firing range increased. -Defibs have greatly increased range. -Ex Machina takes longer to recharge and fire, but deals twice the damage, travels quicker, and has longer range. Jump: Lift, High Lift, Controlled Lift, Catapult

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