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Damage types and subclasses (Destiny)
As you may have noticed, each Guardian focus seems to be centered around a certain damage type. The Warlock's Voidwalker focus, for instance, is (duh) based around void damage. The six focuses we could see in the beta went as follows:
Warlock:
Voidwalker - Void
Sunsinger - Solar
Titan:
Striker - Arc
Defender - Void
Hunter:
Gunslinger - Solar
Bladedancer - Arc
As you can see, each guardian currently has a focus for two damage types, but not the third. This, combined with the fact that there appeared to be a third inventory slot, makes me think there's probably a third focus for each guardian which will fill in their (so far) missing damage type. I'm not convinced they'll necessarily be present at launch. The two existing focuses per class seem to have so much potential for tweaking and customizing on their own, and I could see a third focus maybe being part of a later expansion.
Alternatively, perhaps Bungie intends to keep it this way? The apparent third slot could just be something they were considering/experimenting with, which got cut but still had a remnant left over in the beta build. The fact that each guardian class is (currently) missing one of the three damage types means that no one character could ever have a focus on hand to deal with ALL possible damage output needs, thus possibly encouraging teamwork and planning to ensure that your fireteam has all the bases covered. That's going on the assumption (theorized by some around here) that resistances/susceptibility to different damage types will be significant in higher-difficulty activities like raids.
Thoughts? Which scenario do you think is more likely - is there going to be a third focus per class, or is it staying as-is? Is there a possibility I overlooked?
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Damage types and subclasses
I'm guessing there's going to be a third Focus for each class, but that Bungie didn't feel like showing every Focus off before launch.
Damage types and subclasses
It would be interesting if the third subclass was an exotic "item" that you had to acquire through gameplay.
But more likely it'll just be part of the DLC.
Third Subclass and Switching?
I understand that once you level up and lock-in your subclass, the game then gives you a duplicate subclass that you can level up in a different way. Maybe that is all the third slot is for?
On another note, are we able to switch between subclasses on the fly, just as we do with our other inventory? Is there a penalty?
I.e. once I have access to both, am I able to simply switch between being a Gunslinger hunter to a Blade dancer Hunter at will?
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That was my understanding
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Third Subclass and Switching?
I understand that once you level up and lock-in your subclass, the game then gives you a duplicate subclass that you can level up in a different way. Maybe that is all the third slot is for?
Hmmm... if you're right about the duplicate, then maybe so. I just don't remember seeing that mentioned anywhere.
On another note, are we able to switch between subclasses on the fly, just as we do with our other inventory? Is there a penalty?
I.e. once I have access to both, am I able to simply switch between being a Gunslinger hunter to a Blade dancer Hunter at will?
I think so. Couldn't test in the beta because the second subclass wasn't actually usable due to level restrictions, but it certainly looked like it was a switchable inventory item, just like any of your weapons or armor.
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Damage types and subclasses
As you may have noticed, each Guardian focus seems to be centered around a certain damage type. The Warlock's Voidwalker focus, for instance, is (duh) based around void damage. The six focuses we could see in the beta went as follows:
Warlock:Voidwalker - Void
Sunsinger - Solar
So that means Arc is left... hmmm... Skykiller?
SPACE MAGIC!
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Something something something Darkness?
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How do damage types work, anyway?
Was this ever discussed? I never figured out what enemies are vulnerable to which damage type.
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The Darkness!
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How do damage types work, anyway?
At least with shields, I got the impression white shields were weaker to Arc damage and orange ones to solar. I managed to confirm my suspicions with the white one, but couldn't with the orange.
Also, I'm pretty sure the Devil Walker was resistant to Void damage.
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How do damage types work, anyway?
Also, I'm pretty sure the Devil Walker was resistant to Void damage.
Really? That's not the impression that I got. In what way?
How do damage types work, anyway?
I found the Hive were especially vulnerable to Solar damage (Wizards orange shields get destroyed by it). The fallen captains had their shields ripped apart by Arc damage too.
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How do damage types work, anyway?
Dunno. My Void Rocket Launcher seemed to do a lot less damage than my impact one, even though they both had the same Attack rating.
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Interesting.
Last time I fought one, I dropped two vortex grenades and a nova bomb, and they seemed to do a fair whack of damage all. Further observation required.
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Right
It didn't stop me from dropping as many Vortex grenades and Nova Bombs on it.
The "melee hits recharge your grenade ability" perks were the best. ;)
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Right
The "melee hits recharge your grenade ability" perks were the best. ;)
I absolutely loved that perk. Blow to throw, belt to pelt. ;)
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Right
I'm not usually a gung-ho player, jumping into action and all. I usually stay way far back, pinging enemies with BR- or DMR-like fire.
That perk alone completely changed my play-style. With a Warlock, no less!
Well played, Bungie. Well played.
Right
I'm not usually a gung-ho player, jumping into action and all. I usually stay way far back, pinging enemies with BR- or DMR-like fire.
This is me, which is why that sniper rifle I found that collects any ammo I shoot was super awesome.
I maxed my discipline rating and also had a Scout rifle that reduced my grenade cooldown with each kill. Lots of grenades.
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Damage types and subclasses
I'm voting for 3 sub classes each. This game seems to work in 3s. 3 main classes, 3 sub classes, 3 weapon slots, etc.
One damage type for each class also works out well. So far I'm guessing each class will have one close in super, one ranged super, and one support super. The Hunter has the ranged golden gun and the short ranged knife. The Titan has the close in hammer and the support shield. The warlock has the ranged bomb, and support solar. So it would make sense to add a more ranged power to the Titan, a close in type to the warlock and a support power to the Hunter.
What I forgot to check is if the movement types were the same across the subclasses or not. I was fairly certain I saw the hunter blink in one of the previews, but the two subclasses shown only had jump.
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Warlock had Blink as well
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Damage types and subclasses
What I forgot to check is if the movement types were the same across the subclasses or not. I was fairly certain I saw the hunter blink in one of the previews, but the two subclasses shown only had jump.
Bladedancer has Blink, it's the last option in the Jump column and it replaces double jump.
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Right
I'm not usually a gung-ho player, jumping into action and all. I usually stay way far back, pinging enemies with BR- or DMR-like fire.
That perk alone completely changed my play-style. With a Warlock, no less!
Well played, Bungie. Well played.
I find myself in total agreement with you on this. Well played indeed.
Damage types and subclasses
I believe the Blade Dancer subclass actually does have a Blink-type ability.
Whoa, wait...!
which is why that sniper rifle I found that collects any ammo I shoot was super awesome.
...what is this magical weapon of which ye speak?!
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I hope the game comes with a physical manual.
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I support that on principle
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It's an upgrade
To some uncommon sniper rifles. No need to run over to ammo to get it - just aim and fire. Never got the chance to use it myself.
Some of the upgrades to weapons and armour in this game are pretty wild.
I had this helmet that would make your melee faster. And I once got a level 9 shotgun (that I couldn't use) that would give you a longer slide. I really want to try that out.
Right at the end, in PvP I started using this rocket launcher with a proximity sensor in the warhead. No need to aim at walls or the floor to get a detonation: just aim it right at them and it would burst in the air and kill them. I got a few sweet kills like that.
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It's an upgrade
My favorites were my scout rifle that recharged my grenade with each kill and my rocket launcher that reloaded really fast when it killed someone which, unless you're Beorn, should be just about every shot. :)
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It was lagging!
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Your aim?
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Your Internet connection.
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Agreed.
The disappearance of printed instruction manuals over the last couple of years has been very disappointing. When I opened my copy of Halo 4, I thought that maybe I just got a copy of the game that didn't have one. Then my roommate got his copy and I realized that it really didn't come with a manual. Little did I know that this would start to become a lot more common. Nintendo are the only ones that seem to include manuals, and even then they're vastly simplified compared to what they once were.
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Agreed.
The disappearance of printed instruction manuals over the last couple of years has been very disappointing. When I opened my copy of Halo 4, I thought that maybe I just got a copy of the game that didn't have one. Then my roommate got his copy and I realized that it really didn't come with a manual. Little did I know that this would start to become a lot more common. Nintendo are the only ones that seem to include manuals, and even then they're vastly simplified compared to what they once were.
The best manuals truly supplement and help build the universe of the game, besides helping you play it.
I can see some games not needing them, sure. But even playing in LEGO games I've gotten confused as to which modes have certain special bricks, etc. They don't have to be super-long. Just a nice little reference...
But if you're going to be badass, yes, make a manual like the textbook that came with Morrowind, or heck make two from different perspectives, like Halo 2! Put a copy online or on mobile or whatever, sure, but give me something in a form that I can enjoy without having to look at another glowing screen (or having to own a smartphone).
Destiny is a pretty complicated game and there's a lot of numbers and a lot of modes. I really hope it has a decent manual at the least, because after a week and a half with the Beta, I still honestly don't know some of things people are talking about. Like this thread!