Destiny 2 All Subclasses and Aspects
113 Destiny-inspired cards: classes, subclasses, aspects, exotic armor and fragments. Vanilla cards remain; your subclass gates every build choice.
By HonkMods
| Last updated | 2 days ago |
| Total downloads | 412 |
| Total rating | 0 |
| Categories | Custom Cards Gameplay Visual Effects |
| Dependency string | HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.4.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_ROUNDS
BepInEx pack for ROUNDS. Preconfigured and ready to use.
Preferred version: 5.4.1901willis81808-UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Preferred version: 3.2.14README
Destiny 2: All Subclasses and Aspects
113 cards: three classes, fifteen subclasses, sixty aspects, fifteen exotic armor pieces and twenty fragments. Requires ROUNDS’ old-rounds-for-mods branch and the four support mods listed in the manifest.
The first pick offers exactly Hunter / Warlock / Titan. Your second pick offers all five subclasses belonging to your chosen class, exactly once each. Choose one subclass for the match. Every pick after that returns to the ordinary random draft with vanilla cards and your subclass’s four aspects, four fragments and matching exotic. Every Destiny card is Common and can be acquired once. Multiple different aspects combine; there is no two-aspect slot limit. Prismatic and Supers are excluded.
0.4.0 — power overhaul and flying Threadlings
- Buff all sixty aspects and all fifteen exotics: much higher ability damage, longer buffs/constructs, stronger utility and shorter major cooldowns.
- Gunpowder Gamble charges from gun damage and detonates for four full bullets across a large terrain-blocked blast.
- Threadlings fly, acquire targets across a much larger area, accelerate into close pursuit, steer around cover and last sixteen seconds. Both subclass and aspect pets deal at least one and a half full bullets.
- Replace multi-hit proc counters with fixed damage meters. All accepted pellets contribute their actual damage; extra pellets do not grant free charge. Resistance is accounted for, shields count and blocked hits do not charge.
- Ability damage has an unmodified bullet floor so low-damage pellet builds do not weaken every ability.
- Guarantee all five matching subclasses on each player’s second pick; restore ordinary random offers afterward.
- Enforce one exotic per player in offers and direct grants. Existing class/subclass requirements and once-only cards remain.
- Preserve terrain obstruction, owner-authoritative replication, cleanup, summon limits and two seconds of shared freeze/suspend immunity.
Controls
Normal gun, movement, jump and block controls stay in use. Aspect cards describe their inputs; the small build panel shows cooldowns, damage-charge meters and special inputs.
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Block: most active aspects. Each keeps its own cooldown, separate from native block recovery.
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Air block: grapple, Icarus Dash, Ascension or Weavewalk, when owned.
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Crouch + air block: Shatterdive, Trapper’s Ambush or Ensnaring Slam. Slam takes priority over grapple.
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Crouch + block: Tempest Strike, Consecration, Howl of the Storm or Flechette Storm. Continue crouching for Consecration’s follow-up slam.
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Hold block: Unbreakable guard or a readied Soul Siphon. Release to end the channel.
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Sunbreaker: fire throws the hammer; hold fire to recall it, then release before throwing again. Return flight can pass through terrain and damage each enemy once. Walking over the hammer also retrieves it.
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Shoot your Tangle to activate it. An opponent can destroy it harmlessly. Turrets, nests, decoys and crystals are destructible.
Classes and subclasses
Hunter gains a midair jump, Warlock heals on block with an independent four-second cooldown, and Titan blocks longer. Warlock’s old bonus-pick system is removed.
| Class | Solar | Arc | Void | Stasis | Strand |
|---|---|---|---|---|---|
| Hunter | Gunslinger: stronger scorch | Arcstrider: jump resistance | Nightstalker: cloak | Revenant: close-hit slow | Threadrunner: growing resistance |
| Warlock | Dawnblade: block glide | Stormcaller: crouch slide | Voidwalker: pulling vortex | Shadebinder: block freeze | Broodweaver: flying Threadlings |
| Titan | Sunbreaker: throwable hammer | Striker: extra jump | Sentinel: decaying overshield | Behemoth: breakable block crystal | Berserker: no base passive |
All sixty aspect descriptions and prerequisites are in ASPECTS.md. Card text deliberately omits exact tuning values.
Exotic armor and fragments
Adds fifteen curated exotic armor cards and twenty fragments. Each class/subclass combination unlocks one corresponding exotic and four fragments of its element. For example: Hunter → Revenant → Renewal Grasps and the four selected Stasis fragments. Dawnblade and Sunbreaker share Solar fragments with Gunslinger, but their exotic armor differs.
Every card uses Common rarity and ordinary random offers. After the guaranteed class and subclass choices, upgrades are random rather than guaranteed. Equipment cannot appear before subclass selection, cannot cross class/subclass boundaries, and cannot be acquired twice. All four matching fragments can coexist with the four aspects and matching exotic; only one exotic can be equipped per player. Vanilla card availability remains unchanged.
See EQUIPMENT.md for all card descriptions. Effects are ROUNDS adaptations of Bungie's named perks. The armor cards do not require an aspect to function; some fragments reward status effects provided by your other cards. Fragment buffs do not compound on refresh. Independent cooldowns limit healing, ammunition and block refunds. Weaker Woven Mail/frost-armour buffs do not replace stronger ones.
Stun protection and limits
Freeze and suspension cannot refresh or replace each other while active. After either ends, the victim gets two seconds of shared immunity to both, regardless of which player or ability tries again. Early shattering also starts the full immunity window. Ordinary damage still works during immunity. Freeze prevents actions; suspension allows shooting and blocking. Blocking prevents new hard control.
Terrain stops normal ability projectiles, area effects, waves, dashes and pulls. The recalled Solar hammer is the explicit exception. Howl’s wave travels through its own generated ridge but stops at map terrain. Threadlings fly and steer around cover; they cannot pass or deal damage through terrain. Cooldown and damage budgets prevent recursive summons, repeated healing and indefinite shield growth. Native block refunds do not shorten aspect cooldowns. Temporary constructs and charges clear between points.
Installation and multiplayer
Install Destiny 2: All Subclasses and Aspects by HonkMods through Thunderstore Mod Manager/r2modman for ROUNDS. The manager installs the four required dependencies. Use Steam's old-rounds-for-mods beta branch and launch Modded. Both players need the same version and build fingerprint; the lobby shows readiness before the class draft starts.
For a manually shared ZIP, import support profile code 01a0dff7-702b-60da-e48c-b3c2cd8232c8, then use Settings → Import local mod and choose HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.4.0.zip. The support code contains only BepInExPack_ROUNDS 5.4.1901, UnboundLib 3.2.14, MMHook 1.0.0 and RoundsWithFriends 2.2.2. The ZIP supplies Guardian Paths itself. Keep only one enabled Guardian Paths copy. Local unpublished DLLs do not travel with a profile code.
Solo testing
Open Local → Sandbox. Add a class, its subclass, then matching aspects; invalid combinations are rejected. Begin a fresh session when changing class or subclass. Sandbox does not reproduce the competitive draft; use local Versus for that. On a shared local screen, cloak uses the translucent owner cue. Enemy-only invisibility requires separate clients.
Presentation and verification
Cards use official Bungie artwork. In-game effects and audio are original Destiny-inspired work: flame wings and knives, electrical staves and bolts, violet guards and spirals, faceted ice, braided tethers and woven decoys. No extracted Destiny audio is included. Ability sounds use the game’s SFX mixer, restrained gain and a voice limit. Change Audio / AbilityVolume in BepInEx/config/com.honkmods.rounds.guardianpaths.cfg to adjust or mute them.
Tests exercise native card registration/drafting, all aspect prerequisites and effects, terrain, ammo use, cooldowns, stun immunity, cleanup, and replication between separate Photon game processes. The test harness bypasses Steam lobby UI; a full two-machine Steam playtest and balance feedback are still valuable. The mod hooks shared drafting and combat paths rather than a single game mode. Arbitrary third-party modes may have their own incompatible mechanics.
Credits
Unofficial fan mod, not affiliated with Bungie. Destiny names and card artwork belong to Bungie. See ART-CREDITS.md, BUNGIE-SOURCES.json, ASPECT-SOURCES.json and EFFECTS-CREDITS.md and EQUIPMENT-SOURCES.json. Thanks to the BepInEx, UnboundLib, MMHook and RoundsWithFriends authors.