Categories: DiscussionFortnite

I feel like STW should kind of rework their hero system to something like Destiny 2

*this is just a concept*

I have been playing this game since September of 2018, so I have experienced both before and after the hero system rework around a few months later. I would like to say that when the hero system first came around, there was a decent amount of backlash, but overall we all got used to it and made a bigger variety of builds.

Before, you had your main commander, and then only I think 2 support slots to help you. After the rework, now you can have up to 5 support slots and a team perk. Also, almost all prior heroes got reworked. Some were good, others not so much. And genuinely, I think many of us liked this change.

Almost 4 years later since the rework, I think another rework it due. Everyone tends to use the same builds, or refuse to use anything special either because it might not work, or because the other options are stronger. This game currently hasn't offered much to old players since the 2020 state of development post. New players luckily are doing fine in terms of content, but most either quit early on, get stuck in Stonewood trading, or get tired of the awful bugs this game still has.

After playing playing Destiny 2 every so often since late 2020, I think their system is very cool and engaging. So I want to take a shot at mixing our current system with theirs.

NEW HERO SYSTEM:

Like D2, you pick a class (Hunter, Titan, or Warlock).

So for STW, you would choose between these 4 as your commander (basically no change):

  • Constructor
  • Ninja
  • Outlander
  • Soldier

In D2, you also have an elemental class (Void, Arc, Solar, and Stasis later on).

For STW, this would be kind of hard to implement, but it could be based of our current elements we have on our weapons and traps.

  • Nature
  • Water
  • Fire

Energy and Physical would be removed from abilities and only be available in weapons and traps.

Depending on what element you choose, your abilities (and only abilities) will function differently.

Examples:

  • Water class Constructor BASE will automatically give all traps in range extra water damage, no matter the element of the trap.
  • Nature class Ninja throwing stars would chain lightning while fire throwing ninja stars on the floor creates an AOE of fire
  • Fire class Soldier grenades will have a bigger exploding range and cause damage over time to surviving husks, while Water class grenades will have a smaller range, but freeze husks completely in the blast
  • Outlander T.E.D.D.Y would shoot flamethrowers, charge up and deal a massive AOE of energy, or a beam of ice that is slow and weak, but slows and freezes husks depending on the class

Again, just a concept.

Commander Perks, Team Perks, and Support Perks would stay, but some of the bad ones should be reworked so they are at least useful in higher level content. Also, some perks could be reworked to the new elemental class system.

Lets say I choose to play as Paleo Luna (ninja) as a fire class, if I were to equip X hero to my support, maybe using fire class Kunai Storm would keep the kunai's on the floor for an extra 6 seconds and deal extra fire damage to husks that walk over them.

Or maybe Carbide (soldier) as a water class, equipping X support hero would cause his water class Lefty and Righty to freeze husks for 3 seconds if they hit 5 consecutive headshots in a row.

Again, this is all a concept, but any sort of change to our current system (even just reworking some bad perks) would be nice.

Gamer

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