Guardians... Time for some more Forsaken info. It looks like Gameinformer will be covering the Forsaken expansion over the course of July. Here's there video going over this.
Reddit user Skull1103 shared some of the Destiny 2 information from the August Gameinformer article regarding the new Subclass options and Supers. I've transcribed the post and tried to pick it apart a bit more. I HAVE NOT READ THE ARTICLE. I'm just conveying the information that I saw on Reddit and slightly altering text to make it more digestible and read more as perks. If there are any corrections you feel necessary, feel free to let me know. I don't want to be spreading misinformation.
I also heard that the new attunements will be staggered, so we're not getting them all on release day and instead are probably going to get them over the course of a couple weeks. The pragmatist in me totally gets that they don't want to overwhelm the players with new options and unleashing 9 new toolkits into the sandbox at the same time, but the gamer in me is fuming about not being able to play with the ones that I want. We need more info on this matter.
Also, bear in mind that IS possible that things could be changed. It's probably final, but it's not guaranteed.
[Sentinel - Code of the Commander]
- Melee: A void melee that cause explosions?
- Ability 1 - Void Detonator: Void ability damage also attaches a Void Detonator. Subsequent damage causes the detonator to go off and attach detonators to enemies caught in the explosion.
- Ability 2: Grenade energy partially recharges for you and nearby allies when detonators trigger.
- Super - Banner Shield: Holding guard during Sentinel’s Shield creates a barrier wall of light that absorbs enemy attacks, but allows ally attacks to pass through.
We don’t have the whole picture here because the melee was written in a really vague manner. It sounds like their melee will cause explosions on hit, but that’s just conjecture. That Void Detonator ability sounds like it will give Sentinels a decent neutral game option. It’s almost like their own version of Bloom. But they can recur grenade energy for themselves and their allies, which makes me a little jealous as a Warlock. Banner Shield could either be amazing or a bust, we’ll have to wait and see. In any case, I hope they revisit Code of the Protector and fix the Ward of Dawn.
[Sunbreaker - Code of the Devastator]
- Melee: Throw your hammer with the melee button, but it remains in the world.
- Ability 1: Retrieving your hammer will fully recharge your melee ability, and trigger regeneration.
- Ability 2: Solar-ability kills increase your damage, stacks up to 3 times.
- Super - Siege Hammer: Creates a flaming maul that hits like an earthquake and leaves behind flame tornadoes.
This melee recursion seems amazing depending on how much damage it does. I am assuming the second ability only works on your solar abilities, not your weapons. That being said. Combining the non-super perks, you could be constantly hurling hammers at your enemies and healing repeatedly. The question is, will the stacking damage apply to the Siege Hammer and will Sythoceps synergize with this ability as well?
[Striker - Code of the Missile]
- Melee: While airborne, melee to slam into the ground like a bunker buster, and gain super energy.
- Ability 1: Picking up ammo while sliding, will automatically reload your equipped weapon and increase weapon damage for a short time.
- Super - Thundercrash: Sends you hurtling great distances like a missile to hit a targeted area like a meteor strike.
Not sure if I’m missing an ability here or not. In any case, it seems like this Code wants to be fairly mobile. Don’t know how practical the sliding to reload will be either… Don’t think I’ll be messing with this one too much.
[Nightstalker’s - Way of the Wraith]
- Melee: A smoke bomb heavily damages and slows those in its path.
- Ability 1: Precision kills cause you to vanish and gain truesight.
- Super - Spectral Blades: Drops you into a veil of shadows to slip behind foes and stab them before they know you’re even there.
We get a tiny bit of ambiguous info that we didn’t have with the Gambit footage. Invisibility and wall hacks seem like a crazy combo for PvP. Yet another flavorful and seemingly powerful option for Nightstalkers.
[Gunslinger - Way of a Thousand Cuts]
- Melee - Knife-Trick: Flings a fan of burning blades.
- Ability 1: Killing burning enemies recharges your Knife Trick and burning enemies also recharge your dodge.
- Super - Blade Barrage: Expel a volley of explosive knives at your foes.
It is unclear if the melee/dodge recharge ability is one perk or two. But this seems to be the Gunslinger version of the Warrior Arcstrider with the ability to recycle their melee ability. Seems like a good Add-Clearing option. However, this makes me feel that Outlaw Gunslingers and to a less extent Sharpshooter Gunslingers may require some upgrades.
[Arcstrider - Way of the Current]
- Melee: Slide before a melee to unleash a staff-powered uppercut
- Ability 1: Melee hits increase your reload speed.
- Ability 2: All your arc abilities electrify your enemies, and subsequent melee strikes disorient them and refuel your abilities.
- Super - Whirlwind Guard: You can now guard by spinning your Arc Staff, reflecting back projectiles, and tripling your staff’s damage afterwards.
I’m not a huge fan of this super the ability to guard seems VERY situational even if you’re going to get additional damage. It seems more like an exotic effect to me. At least the second ability sounds like a really good tool for Add Control.
[Voidwalker - Attunement of Fission]
- Melee - Atomic Breach: A melee ability creates a void explosion at range.
- Ability 1: Hold L1/LB to transform your grenade into a volley of void projectiles.
- Ability 2: Any void ability kills now heal you and grant ability energy.
- Super - Nova Warp: Empowers you with trans-dimensional hopping abilities, letting you repeatedly teleport short distances and then erupt in a burst of energy.
The grenade conversion ability can be seen in the beginning of the Gameinformer video; it seems pretty cool. Overall this looks to be a versatile choice. However, seeing this makes me concerned about the state of Chaos Voidwalkers. I think they’re going to need some more potency added to their Entropic Pull ability or some other way to recur their grenades.
[Stormcaller - Attunement of Control]
- Melee: Tap the melee button to fling out a long-distance electricity ball that eventually detonates, flinging a lighting bolt downward.
- Ability 1 - Ionic Trace: Arc Kills sometimes create Ionic Traces, a spark of raw arc energy that travels across the ground toward you, which can be collected to recharge abilities
- Super - Chaos Reach: Fire a long-range Arc beam of intense and focused damage. Can be deactivated early to save energy.
It is unclear as to whether Ionic Trace is one ability or two. If I’m reading into this correctly, it seems like Stormcallers are getting a ranged melee. I don’t like that Ionic Trace appears to be random as bad RNG can ruin your tempo. But if the rate is good, you could have a lot of abilities to throw out. This leaves the “Consume Grenade to spawn Arc Soul” ability unaccounted for. Which means either its here as a fourth ability or it could mean the other Attunements might be getting some new tools. Conduction and Elements really could use some help.
[Dawnblade - Attunement of Grace]
- Melee: A solar melee attack that ignites enemies and empower nearby allies.
- Ability 1: Hold L1/LB to transform your grenade into a Blessing, a projectile that heals allies and drops retrievable overshield orbs.
- Ability 2 - Hearthkeeper: Any ability that heals or empowers helps regen your non-Super abilities.
- Super - Well of Radiance: Slam your Daybreak sword into the ground, creating a wide-radius aura that rapidly heals and empowers your allies.
Gameplay appears to be unchanged since Gambit footage. But now we have the Attunement’s name. I’m still very much looking forward to using this.