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The Brutality of a Striker

The Striker was a bit more of a headache to create interesting and powerful perks for. This subclass is very much a one dimensional class. You are a brawler. You slam head first into battle and you don't stop until you get stopped. Because a lot of the perks require closing the gap on an enemy, you are constantly putting yourself in risky situations, so the reward had to be great. My idea is to maintain aggression at all costs.

Big changes

Just like my other 2.0 subclasses, the Forsaken Supers can be activated by holding your Super buttons, similar to the current Ward of Dawn on top tree Sentinel Titan.

Inertia Override and Frontal Assault have been changed. Since both of these abilities currently buff weapon damage, they do not play nice when stacked together and would have been woefully unbalanced. To mitigate this, I changed Frontal Assault from its own melee ability to a perk that can be used by all 3 melee abilities. Inertia Override will now grant Frontal Assault when sliding over ammo. Because Frontal Assault has been changed to a perk, Strikers will be receiving a new melee.

Understanding the new layout

The grenade and jump node remain unchanged. The node directly to the left of the central node is the Super node. The node directly to the right is the melee node. When reading the tree, I use directions like on a compass while reading it in a clockwise fashion.

Super node

  1. Blast Off - Casting Thundercrash creates a massive explosion and increases flight duration.
  2. Terminal Velocity - Same, but now Thundercrash does more damage when you crash towards the end of its duration. (Within 25% of your Super left)
  3. Trample - Same

Melee node

  1. Ballistic Slam - Same
  2. Seismic Strike - Replaced the Arc explosion with a blinding blast.
  3. Static Blow - This melee gains increased damaged depending on how many enemies are near you. Stacks 5x. (10% increase per stack)

North node

  1. Unstoppable - Kills while Frontal Assault is active extends its duration.
  2. Aftershocks - Kills with grenades and damage-dealing fields increases their damage and extends their duration. (Damage-dealing fields are left when using Thundercrash or Terminal Velocity. This only buffs the active grenade i.e. Pulse or Lightning.)
  3. Discharge - Striking an enemy with a melee ability creates Arc explosions. (Current Seismic Strike has this ability. I have replaced the Arc explosion with a Blinding flash..)

Northeast node

  1. Shockwave - Activating a Barricade creates a concussive blast. Enemies that pass through your Barricade become disoriented. (This is an area of effect blast, not a wave blast. Anything within 10 meters of line of sight will be concussed)
  2. Transfusion - Damage dealt to your Barricade charges your abilities. (Charges your abilities based solely on health removed. If the Barricade times out, it will not grant ability energy.)

East node

  1. Reversal - Receiving melee damage briefly increases melee damage. Melee kills trigger health regeneration.
  2. Resolute - Increases the duration of your Barricade. Grants an Overshield when casting your Super. (This perk is currently on the "Eternal Warrior" Exotic. I would adjust that Exotic to have 3 perks, one for each subclass, one of which would be Resolute)
  3. Momentum - Increased sprint speed. You can reload while you sprint. (This doesn't just refill the magazine like "Transversive Steps", you actually have to do the animation of reloading)

Southeast node

  1. Impact Conversion - Damaging enemies with charged melees grants grenade energy.
  2. Amplify - Damaging enemies with charged melees grants Super energy.

South node

  1. Inertia Override - Sliding over ammo reloads your equipped weapon and grants Frontal Assault.
  2. Knockout - Same
  3. Headstrong - Damaging an enemy with Thundercrash or Ballistic Slam creates a Barricade. (I'm not sure if this should only create just one Barricade or one for each enemy you damage. I lean more towards one for each enemy. Would be very potent in end game PvE content)

Southwest node

  1. Rally Barricade - Same
  2. Towering Barricade - Same

West node

  1. Frontal Assault - Damaging an enemy with a charged melee reloads your weapon and grants increased weapon damage and stability.
  2. Reckless - Increased ability damage when critically wounded. Ability kills while critically wounded grants health. ( The damage increase is 25% in PvP, 50% in PvE. Damage is dictated on when you activated the ability. If you regenerate your shields, the ability will maintain its damage increase. The health increase does not regenerates shields, enabling a bit more tanking when using Fists of Havoc.)
  3. Juggernaut - Grants an Overshield when sprinting at full health with a fully charged Barricade. (The shield would be between 75-100 health. This will stack with "Mk. 44 Stand Asides".)

Northwest node

  1. Overload - Grants an additional melee charge. Damaging enemies with melee abilities charge your Barricade.
  2. Magnitude - Same

A lot of effort getting this one out. Hope you guys enjoyed it. I have other 2.0 skill trees on my profile.

Follow the link for a more in-depth breakdown on how leveling would work: https://www.youtube.com/watch?v=WsYkUgUhK1c

External link →
over 4 years ago - /u/gunmaster95 - Direct link

Originally posted by Redthrist

For some reason I've read the title as "Strikes 2.0"(we could really use those as well) and was confused for a second.

What kind of things would make up "Strikes 2.0" in your opinion? (Not to derail this thread!)

over 4 years ago - /u/gunmaster95 - Direct link

Originally posted by [deleted]

I don’t view that as the main issue with strikes tbh. People played strikes a lot in D1 before strike-specific loot was a thing. I think just overall better loot and better strike design to make them more fun would be the first steps. Strike-specific loot would obviously be welcome but I think other things should come first.

Can you elaborate on what kinds of things you mean when you say "better strike design to make them more fun"?

over 4 years ago - /u/gunmaster95 - Direct link

Originally posted by Ethrinil

In strikes right now almost all of them are:

run down this hallway killing guys. Eventually you will get to a room where you have to slam an orb, kill waves of guys, or none of these. You get to a boss, which do offer a nice diversity of fights. Get a purple item of random slot.

I think that 2nd part of that statement is where the improvement can be. Some things i would love to see.

  • Split paths where guardians have to accomplish similar goals.
  • Branching paths that end with different loot... Want a lot of glimmer? Go down this path, kill/save these things. Want upgrade mats? Go the other way. Finish the strike where each member of the strike went different paths/completed goals successfully? Get all rewards.
  • Sparrows being incorporated where we have to race against time. Something like an escape or race to stop something from exploding.
  • Community challenges for night falls. Maybe there's a chest we can see that needs to have the community perform weekly goals and when cleared, you can open the community chest at the end of a nightfall/strike. Contains a small amount of Silver/large amount of bright dust.
  • Customized loot table/strike specific loot.
  • Have Xur (Or another vendor) sell an item similar to the chalice from menagerie that skews the drop from the strike to be, weapon/armor. Or if you want to get deeper in the way people can chase perfect rolls, allow them to choose like in menagerie.

Just a few things I have always wanted to see in strikes... Also Bring back SRL. :)

For your second suggestion(Branching paths/rewards) do you have any ideas on how to handle the following possible outcomes:

  • A path is deemed 'optimal' and the other path is never used.
  • The other players take a different path than you and thus you're mad at them for doing so.
  • Your allies all take the same path as you and thus you're mad at them for doing so?