
Light Subclass 3.0
Disclaimer: Some of the specifics shown are just for showcasing the concept in greater detail. Skills and their costs are not final.
1.
Skill Points
- Players progress their characters in two ways: Unlocking skills and increasing their available skill points. Allowing stats to be increased with skill points adds another factor into a build’s opportunity cost assessment. Stat points are truncated to reduce the grind of obtaining an armor set with a good stat spread. Since armor is sunset after a couple of seasons, and since players might want to experiment with multiple different builds, relaxing stat point thresholds might be for the better. Masterworking armor would increase one stat category by one point.
2. Skill Types
- Skills can be unequipped to allow for builds which may focus solely on 1 or 2 abilities. This would allow for setups similar to what the Memory of Felwinter artifact did in D1. Supers being swappable lets us shuffle around some of the supers which do not fit into a class identity to keep them in the game. For example, Radiance Warlock could be brought back if we
justify the in-game mechanic with a bit of text. Blade Barrage and Spectral Blades could be moved to Arcstrider as it fits the “knife-based” subclass, so to speak. Really, it just depends on what we consider the identity of a class or a subclass to be.
3.

Skill Traits
- Skill traits are perks for your skills. They give incentive for min maxing your stats beyond decreased cooldowns. The most powerful traits would have a high stat requirement and high Skill Point cost. The traits of an incendiary grenade may not be compatible with the tripmine grenade, so while skills may share traits, each skill needs their own set. Players are limited to 4 traits per skill. Keep in mind though that depending on how the skill point economy is adjusted, players may not even be able to reach that limit for more than one skill.
4.
Aspects and Fragments
- Aspects and Fragments are independent from each other. Aspects bestow auxiliary abilities at a cost. Fragments do not have a SP cost(this part I’m not too set on) and give some extra synergy to the subclass. Unlike the existing system, fragments are class-exclusive. Hunters might find Gunslinger’s Trance and Chains of Woe here, while Titans would find Sunspot related buffs.
Final Thoughts
I decided to make this post in part due to
Polygon’s article. Everyone was saying their piece on it so I thought it would be an opportune moment to flesh out and post some of my ideas regarding the class building in the game.
If you take away all of my gear, what separates my Hunter from all of the other ones? This is a question I've always thought about regarding this game. And now with sunsetting once again upon us, this question has become more relevant. My aim was to give an answer compatible with the game's current state by combining the existing
Stasis class system and Destiny 1’s skill tree to create something with more room to experiment and to give players the chance to create something truly unique. Please let me know how you think I did.
This post is not a suggestion, it's more just putting forth my opinion for the kind of customization I want in the game. I encourage everyone to post their own thoughts regarding class builds, along with any questions or criticisms about the concept.
Source: Original link
© Post "Here’s my concept for revamping Light (and Stasis) subclasses. Let me know what you think!" for game Destiny 2.
Top 10 Most Anticipated Video Games of 2020
2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.
Top 15 NEW Games of 2020 [FIRST HALF]
2020 has a ton to look forward to...in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.