What is Nightmare?
Nightmare is the fear/horror element. The goal of Nightmare is to finish balancing out the Light vs Dark elements. Since the expansion after The Witch Queen is Lightfall, my thought process was that the next element should be the closest to the Darkness. Personally, I think that using pure Darkness is out of the question because that wouldn’t make a whole lot of sense since the Light is not used by Guardians in its pure state.
Thusly, the closest thing we could get to pure Darkness would be Nightmare powers since in Shadowkeep, we see a pyramid ship directly using our collective trauma to form Nightmarish verisons of our greatest foes.
This new dark element, Nightmare, is supposed to be the darkest and most vile of all of the elements we will ever use. For Nightmare, I wanted to split it into the three types of reactions when confronted with something horrifying.
Flight which is the act of running away when you feel you are in danger.
Fright which is when something is so terrifying that you cower or stand there stunned.
Fight which is when you rush straight into the danger even though you are deathly terrified which usually goes horribly wrong for you.
Each grenade was picked to fit each of the classes. The Rupture Grenade is based around the Hunter's portal based super, the Fearbolt Grenade is based around the Warlock's laser based super, and the Shrapnel Grenade is based around the Titan's ranged abilities in their super.
Intro to the Subclasses
I decided to incorporate the three reactions to fear, Flight, Fright, & Fight, into a new concept similar to the intrinsic subclass perks that I introduced in my Decay concept: Auras. These auras would each be tied to one of the Nightmare subclasses and would be only active during your Super, which is when you are most frightening to your enemies. Auras have a large radius around the player while the Super is active and each one affects enemies differently.
- Warlock Aura: Enemies caught in the aura’s radius are struck with fear and flee from their cover.
- Hunter Aura: Enemies caught in the aura’s radius are paralyzed with fear.
- Titan Aura: Enemies caught in the aura’s radius try to face their fears head on.
Each of these auras directly coincide with their respective Supers. The Warlock Super, Oppressive Sight, works best when enemies are out in the open, the Hunter Super, Reality’s Edge, works best when enemies are not moving, and the Titan Super, Accursed Arsenal, works best when enemies rush the Titan.
While in Super, I wanted to have the guardians look more menacing than in a normal Super. To achieve this I added a spikey, glowing energy effect to the arms, head, and upper back of the guardians while they are in Super. The effect somewhat matches the spiked nature of the Nightmare symbol.
I also put a glowing eye effect with each of the classes having a different number of eyes. Titans have a large, single eye to give a cyclops/tunnel vision look to Accursed Arsenal which plays into a blind rage kind of vibe. Warlocks have two eyes to fit the idea of Oppressive Sight being a “Supervillain” like Homelander or Brightburn. Hunters have three eyes to show how they can see enemies in the Nightmare Realm when wielding Reality’s Edge while others cannot.
Fearmonger can be summarized as, “Supervillain.”
Super: Oppressive Sight: Embrace the Nightmare and terrorize the battlefield from above.
:Press to fire concentrated beams of Nightmare energy that deals precision damage and intensifies over time. :When Oppressive Sight is activated, your Guardian begins to hover (similar to Chaos Reach). While hovering, hold to ascend and hold to descend. While in Super, maximum vertical height is capped at maximum jump height from the ground below. This is to prevent Oppressive Sight from encroaching on Attunement of Sky’s unique ability to cross over large gaps. Damage resistance would be low, but not zero since it can kill quickly from range, but it isn’t an instant kill like Golden Gun.
Melee: Beam Barrage: Hold
Deserting Aura: Enemies caught in this aura’s radius are struck with fear and flee from their cover.
Realityripper can be summarized as, “Dimension Hopper.”
Super: Reality’s Edge: Summon a nightmarish katana and tear reality asunder.
:Press to swing Reality’s Edge. Three swings in a row will result in a higher damage, top down slash. :Press to tear open a rupture to the Nightmare Realm with Reality’s Edge. While in the Nightmare Realm, your aura’s radius is reduced and the position of any enemy caught in it is revealed to you in the dimension.
while in the Nightmare Realm will cause you to tear back into reality with a forward dash attack that leaves a rupture in its wake.
Melee: Reality Dash: While sprinting, use this melee ability to dash forward with Reality’s Edge and pierce multiple enemies.
Paralyzing Aura: Enemies caught in this aura’s radius are paralyzed with fear.
Crusader can be summarized as, “Death Knight.”
Super: Accursed Arsenal: Unsheath a nightmarish sword and shield to shred through foes.
:Press toswing the Nightmare Blade. Rapidly swinging the Nightmare Blade results in an infinite right/left chain (similar to Spectral Blades). :Hold to raise the Nightmare Shield and block incoming damage.
while blocking to slam the Nightmare Blade onto the ground, dealing splash damage.
while blocking to slash the Nightmare Blade along the ground, creating a large, vertical wave of ricocheting projectiles.
Melee: Shrapnel Slash: Summon and slash the Nightmare Blade along the ground, creating a small, vertical wave of ricocheting projectiles.
Frenzying Aura: Enemies caught in this aura’s radius try to face their fears head on.
If you made it this far, thank you so much for reading it all, sorry of the long post. Please let me know your thoughts on this concept.
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