Here's How Solar Subclasses Can Be Updated To The Stasis Model | Destiny 2



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For the last 5 months, the Darkness has been the most pervasive aspect of Destiny 2, both in the lore, but even more so in the gameplay. When Beyond Light launched, the franchise’s first Darkness subclass, Stasis, came with it. And this was an occasion that many had been begging Bungie for since the earliest Destiny 1 days: playable, Darkness subclasses. Stasis brought true innovations to the franchise, with Stasis being a proper “element” with unique features like Slow, Freeze, and Shatter, as well as a simple but elegant subclass customization scheme that plays off of the “elemental abilities” of Stasis. Unfortunately, this innovation to elements and subclasses was reserved only for Stasis, and our old Light Subclasses have been completely left behind, with locked subclass perk clusters that serve as a stark reminder of how far Destiny 2 has come since it’s disastrous launch almost 4 years ago. It’s time for the game’s Solar, Arc, and Void subclasses to be brought into the modern day.

In this video, I’m going to explain how I would revamp the game’s Solar Subclasses. We’re going to discuss how Solar as an element can be reworked to have unique elemental effects like Stasis, and we will then discuss how Hunter, Warlock, and Titan Solar subclasses can be redesigned with customizable Aspects and Fragments. Let’s jump in!

#Destiny2 #Solar #Subclass

00:00​ – Intro
02:02​ – Reworking Solar To Have Unique Elemental Effects
09:55​ – Hunter Solar Subclass: Redesigned For Customization
19:54​ – Warlock Solar Subclass: Redesigned For Customization
22:41​ – Titan Solar Subclass: Redesigned For Customization
25:43 – Outro

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40 thoughts on “Here's How Solar Subclasses Can Be Updated To The Stasis Model | Destiny 2”

  1. I think it'd be more in par with the idea behind solar that the ignite effect increased damage taken, rather than reducing them, i can't see how being close to burning would reduce the damages your guns do, while it make more sense to take increased damages when your skin/energy shiel is weakened by fire

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  2. So my first thought about this is that ignite is way under tuned when compared to stasis equivalent of slow. "Slow reduces affected players' movement speed and ability regeneration, and suppresses movement abilities. It also reduces aim-down-sights speed, weapon reload speed, weapon handling, weapon kick direction and weapon accuracy." that is a lot of effect as compared to *it creates a scaling outgoing damage reduction…. and that's it" I would personally change the order of your cards to have burn be the equivalent to slow, have burn proc the full outgoing damage reduction, inflict a DOT, and I love the idea of fire trails as is, as it forces people to displace or take additional damage and that's a great tool.

    I would love to see the ignite interact with the burn in some way similar to how freeze is an interaction with slow (like how hunter stasis melee slows, but will freeze if it hits a slowed target). I would love to see the ignite do something like proc the remaining DOT damage and additional fixed damage, or explode the enemies sunshot style, or mayahaps spread the burn to nearby targets and refresh the burn time, or even play off the burning trail like it could proc a witherhoard style bonfire in the area where the burn target was hit with ignite that would be an amazing tool. Imagine in pvp how you could force an enemy out of cover or off an objective with this combo, or how you could set up massive burn pits of PVE enemies by igniting the burn of multiple small enemies who spawned around a captain or a boss. I feel like solar should go harder into the DOT vs stasis's hard into cc, you would have a nice mirrored dichotomy of hard CC / Hard dps

    probably not very articulate in this as it's kind of just a stream of consciousness blurb but hey, we do what we can. I do absolutely love the idea of being able to select any super with any melee that would be AMAZING!

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  3. I don't know if someone's said this, but void is the gravity subclass. The four subclasses currently in the game represent the four fundamental physical forces. Solar is strong nuclear (the sun uses this to fuel itself, hence solar and not simply fire). Arc is obviously electromagnetic. Stasis is weak radioactive, because slowing things and stopping them in place is similar to an element "decaying" and turning into its final form (think uranium into lead, and also the darkness' goal of a 'final shape'). Void then leaves gravity, evidenced by the weapon graviton lance and the propensity for void classes to involve black holes, and their immense gravity. The idea for a final sixth class I like much more is nightmare.

    Also, this video is insanely good and your content is unreal. 10/10

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  4. Exactly what i feared with the idea of dawnblade 2.0. certain perks just so loaded that they are an absolute pick. On top of that, keeping both concepts for skylock and supportlock, two concepts that completely contradict each other so there is no reason to actually mix and match between them, leaving both half-baked.

    You also need to realize that turning bad subclass perks does not stop them from being bad. 3 fragments for phoenix dive is not gonna make phoenix dive better because it has nothing to effectively pair with it. Especially since it wouldn't even play with the element effects either so most of your fragment ideas mean nothing for it.

    Same thing also goes for supportlock which would exclusively be divine blessing and benevolent dawn since the 4 other aspects do nothing besides take away from it's supportive nature and creates a half-assed homogenization. Really all keeping supportlock in dawnblade does is take away from both concepts.

    Imo supportlock should straight up be moved to stormcaller since it already has framework for support-oriented play and its other concept, chain lightning, doesn't outright contradict the support. Skylock would then have more breathing room to space out effects and make something new.
    Simply copy and pasting what we already have is just boring and takes away from any incentive to update the subclasses.

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  5. Everything you talk about would make destiny 2 so amazing but none of this will ever happen, I know I shouldn’t be negative but bungie consistently fucks us every year I just can’t think differently anymore.

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  6. It’s almost painful watching this video bro, the ideas you’ve laid out are soo fucking good and perfect. Shit we’ve wanted for YEARS, LITERALLY YEARS. And seeing it in this video laid out perfectly, but knowing bungie will likely never do it as well as you have. It’s just depressing. Either way, fan-fucking-tastic job my man. Literally chefs kiss

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  7. Me coming in here expecting to leave in a bad mood.
    Me hearing a suggestion for a Tripmines and Proximity Knives build: ''Ah, I see you are a guardian of culture as we-''
    The suggestion does not include Young Ahamkara Spine.
    ''I've been tricked, backstabed, and quite possibly, bamboozled.''

    Reply
  8. Howdy, here for the engagement metrics and to bring up my only small objection 21 minutes in.

    Warlocks igniting touch should probably be renamed to Burning or Scorching touch now that Ignite is a debuff we're applying.

    Additionally, Solar grenade should probably do the stacks of Ignite and do damage rather than apply burning, unless it's a special case of burning where damage is only done while you're in the AoE. Give the burning proc to Firebolt.

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