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#feedback

Edited by Lorebot: 12/18/2014 9:47:16 PM
6

Exotic Armors that need some changes

Today I'd like to express my disappointment in the implementation of certain Exotic armors. The majority of the exotics for all classes offer engaging gameplay choices or enhancements to certain play styles, but a few of them are clearly inferior to the others and aren't worth using if you have other options at your disposal. Even some of the armors that are in that better class of exotics have effects that are described poorly and lead to players misunderstanding their effects. First let's talk about the Exotics that are under performing, namely No Backup Plans, Young Ahamkara's Spine, and Mk. 44 Stand Asides. At first glace these exotic armors seem to have at least a niche purpose and perform well, but when compared to the other exotic armors they seem lack luster. No Backup Plans depends on you being able to get a melee kill, which in many cases is not an option. Young Ahamkara's Spine only affects 1 type of grenade and only by extending it's deployed duration, not by increasing its effectiveness or ease of use. The Mk. 44 Stand Asides give a slight boost to the duration of 2 powerful Titan abilities, but only by widening the existing window of their use not by making that window easier to open. None of these items provide enough of a boost to the abilities they effect to warrant their use over other exotic armors like the Armamentarium, Achlyophage Symbiote, Ruin Wings, or Mask of the Third Man. For the sake of balance and widening player choices I suggest the following: [b]No Backup Plans[/b]: should be altered to provide the Relentless and Gift of Light abilities for Force Barrier and allow Force Barrier to apply from melee damage dealt, not just from a killing blow. [b]Young Ahamkara's Spine[/b]: should be altered to [i]greatly[/i] reduce your grenade cooldown when getting kills with Trip Mine as well as extending its deployed duration. [b]Mk. 44 Stand Asides[/b]: should reduce the time needed to charge Shoulder Charge and Juggernaut as well as extending their duration Next I'll discuss a less important but more easily remedied issue with some of the exotics, their misleading or unclear descriptions. Most of the exotic armors are easily understood, for example the Helm of Inmost Light is very clear in its description about what it does for you and the fact it provides you with abilities for free so choosing to equip those abilities is redundant. Conversely An Insurmountable Skullfort states 'Storm Fist kills immediately grant health regen' but doesn't mention that it affects Shoulder Charge as well since what it really does is provide the Transfusion ability for free. I realize this issue is minor and a result of recent changes to the Transfusion ability, but a more clear description like 'Provides the Transfusion ability' would be much more appropriate and reduce the odds of changes to Transfusion in the future causing problems with the helm's description.

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  • http://www.bungie.net/en/Forum/Post/81313279/0/0

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  • Your idea for the no backup plans would make them ridiculously overpowered.... They are actually really good as they are. If anything were to be changed, you could just give extra super or grenade energy on melee kill when the melee ability is ready. Hunter would be better off with the addition of a second trip mine grenade. I don't have the stand asides so I have no real opinion on them atm.

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    • Edited by T3mpest: 12/18/2014 9:29:09 PM
      Young ahamkaras spine would still be useless if it reduced grenade cooldown, give us 2 nades, or don't bother, IMO. Every other class has an exotic or skill to get 2 nades. Hell Warlocks can even get spawn with nade energy AND 2 nades. Hunters have the worst nades overall, (pretty well accepted I think) the tripmine is the only good high damage one we have, giving 2 of them would make for interesting gameplay since we could potentially block off 2 exits at the same time, for a long duration. (not broken really though, since shooting sets them off lol) I'd also like to add ATS-8 Arachnid to the list.. All it does is allow for golden gun zooming in while using it.. Seriously, how often to do you need to zoom in with a golden gun? That's not worth an exotic slot.. Perhaps if it did "precision damage" when you zoom, that'd be worth a slot as it'd be good for PVE in that case, precision could be 1.5x damage, that'd still be less overall damage than the 4th shot from aclyophage symbiote, but since you zoom and hit further away, it'd be as good overall. Right now it's a joke of a helmet for the most part, aclyophage is clearly superior and hunters I know have been hoping for precision based gg damage for a while, its the only fully aimed super, with a class that is based on precision! Also, the hunter boots, radiant dance machines, garbage! Move quicker while aiming, seriously? That's already a perk on MANY guns, single point sling and for the most part it sucks, I can barely tell the difference to be honest.. Why waste an exotic slot when 1/2 the legendary guns have that as a selectable skill? Maybe if it gave you single point sling AND an agility boost and slide futher, that'd free up a choice on the bladedancer skill tree, potentially viable in that case. As it is, single point sling exotic, no freaking way. In case TL;DR I'd like to add [b]Young Ahamkaras Spine:[/b] increase tripmine duration AND provide an extra tripmine/grenade [b]ATS-8 Arachnid:[/b] Provide golden gun zoom as well as GG precision damge when aiming down sights [b]Radiant Dance Machine:[/b] Provide "single point sling" effect as wel as the "fleetfooted" class skill (faster spring+longer slide)

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      • Edited by Silvurphlame: 12/19/2014 2:11:44 AM
        I would like to see the Stand Asides not just increase the duration of Shoulder Charge, make it last until I stop running or trigger the attack. I never use Juggernaut myself, but I imagine a duration boost would be helpful for those that do. EDIT: Also, by reading your post, I now realize that Transfusion applies to Shoulder Charge. Good to know. Thanks.

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      • Edited by Bam_Domino: 12/18/2014 9:43:51 PM
        I just wish they worked with the shaders

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        • In my opinion the Disintegrate shield should have regeneration built in as it requires a kill to activate.

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