Destiny 2

Voidwalker re-imagined – with Aspects, Fragments and probably some broken stuff too

destiny2 2 - Voidwalker re-imagined - with Aspects, Fragments and probably some broken stuff too

TL;DR – I thought I’d have a go at fitting the existing Voidwalker abilities into the newly-announced, currently Stasis-specific, subclass layout. I’ve kind of, but not entirely, done this in a vacuum, not really thinking too deeply about how all changes might impact other classes or losing much sleep over balance (although I don’t think any of the below would be like, super broken or anything (apart from maybe the Nova Bomb thing, which I'll concede is ridiculous)). I just wanted to try and see whether it could work in theory, without losing anything “essential” to the subclass, and I honestly think it’s turned out pretty well!

Quick FAQ:

  • Why did you pick Voidwalker? I picked Voidwalker because it’s the best subclass in the game and if you think otherwise, I’m afraid you are wrong.
  • Are you actually qualified to do this? No. No I am not. But nobody was around to stop me.
  • Will there be any more of these? I'm not going to commit to doing any more of these, unless you really, really want me to. I just wanted to see how easy it would be in theory to make an existing subclass work within the constraints of the new system coming in Beyond Light.

With that out of the way, on to the main event! I present to you, Voidwalker…3.0(?). Please note I have not included grenades, jumps or class abilities, because it looks like those will be selected in exactly the same way as at present.

Super Abilities

  • Nova Bomb (press) — Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
  • Nova Warp (press + hold) — Step between dimensions to subvert the laws of physics. Sprint to teleport a short distance. Hold and release to unleash a deadly Void eruption.

Melee Abilities (pick one)

  • Entropic Pull — Strike an enemy with this melee ability to drain your enemy's life force and use it to recharge your grenade.
  • Devour — Kills with this melee ability fully regenerate your health. For a short time afterwards, kills restore additional health.
  • Atomic Breach — This melee ability creates a Void explosion.

Aspects (pick two)

  • Chaos Accelerant — Overcharge your grenade, making it deadlier and more effective.
  • Handheld Supernova — Converts your grenade into a short range Void blast on release.
  • Insatiable Void — Grenade kills grant Devour. While the Devour effect is active, killing enemies extends its duration and recharges your grenade.
  • Cataclysm — Nova Bomb travels slowly and seeks enemies. Detonations shatter into smaller seeker projectiles. Fire your weapon at the Nova Bomb to detonate it early.
  • Vortex — Nova Bomb creates a singularity which continually damages enemies trapped inside. Kills with Nova Bomb grant the Devour effect.

Fragments (pick…however many you have slots for? Obviously there would be more than 2 with contributions from other classes taken into account)

  • Dark Matter — Void ability kills grant a small amount of melee, grenade and class ability energy. (Possibly some sort of stat penalty to balance this one?)
  • Bloom — Void ability kills cause enemies to explode.


  • What is the base Nova Bomb like (i.e. if you select neither Cataclysm nor Vortex)? This would be just a bog-standard Nova Bomb. Flies in an arc, does a big splode. No lingering effects, no seekers.
  • Why have you combined Insatiable and Feed the Void? Insatiable does nothing if you have no way of activating Devour, making it a pointless pick in many cases and limiting its build potential.
  • Why have you changed “consume grenade” to “grenade kills” granting Devour? Because charging a grenade to consume it is incompatible with both Chaos Accelerant and Handheld Supernova, which would again limit build potential.
  • Do Chaos Accelerant and Handheld Supernova stack? Why not! As long as the effect is just to increase its damage, but retain spread and range as they are, it makes it a “delete that major” button in PvE, without making it silly in PvP.
  • Do Cataclysm and Vortex stack? This actually sounds completely absurd now that I’m typing it out, but for argument’s sake, I’m going to say yes. It’s a slowva bomb that splits into seekers and leaves a damaging field for a few seconds. Do the seekers also leave little vortexes? That sounds fun, but probably not. I don’t really think this is problematic in PvP, because if you get hit with a Nova Bomb, you’re dead anyway. Might be a bit strong in PvE but ehh I can live with that because this sounds fun.
  • Why doesn’t Dark Matter restore health on void ability kills anymore? This one felt like it could end up being a bit OP when combined with roaming void supers. If you want easy health regen as a Voidwalker, you’ve already got that in Devour.
  • Notes on Dark Matter and Bloom becoming Fragments (i.e. becoming available to all void-users, not just Voidwalkers) – I don’t think either of these are terribly powerful passives with the various changes applied. Yes, I know Bloom has been a Voidwalker thing since D1, but I don’t think it stacks up that well in the Aspect category alongside things like Devour. One concern here would be: how does Bloom work alongside a Sentinel Titan’s Controlled Demolition? To be honest, I’m not sure, but I’m sure Mr. Torgue would be on board.
  • Notes on Fragments in general – I think the idea of taking a couple of the weaker passives from each subclass to turn into Fragments, for a total of 6 per element, seems like a good starting point. I, like many others, hope that Bungie plans to take advantage of the huge expansion potential this new system has, adding new Fragments (and maybe Aspects too) as time goes on, but 6 is probably fine to start with.
  • Notes on melee abilities – I am assuming that the new system could potentially allow for multiple melee abilities, as it appears to do so with grenades and class abilities. This way, we can move the differing melees out of Aspects and into their own menu.

I think that’s about it! What do you think? Does this break the game and render balance a thing of the past? Does it give us room for some meaningful build-crafting, without losing the essence of what makes a Voidwalker…a Voidwalker? Do you just want to argue with me that Dawnblade is somehow better than Voidwalker, like some sort of crazy person? Comment below if so.

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