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11/27/2014 12:07:17 AM
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Re-Examining Exotics & Legendaries

So before I go into my rant, I'd just like to say that I do appreciate what Bungie is trying to do with Exotics and Raid Gear, and understand why they limit us to just 1 Exotic Weapon & Armor. But here's the thing, currently the majority of legendaries don't feel very legendary, they're just better blues. And Exotics are in the same boat, only slightly better (and sometimes worse) purples. A few of them really shine, like Gjallarhorn or that Sunslinger Coat (the one for extra cooldowns on Radiance) but a lot of them are just kinda bleh - they don't feel strong enough to warrant their coveted slot. This is only compounded by the fact that very soon we'll be required to ditch our favorite stuff (that took entirely too long both to obtain and level up by the way, please for the love of God address that problem soon) from the DLC to hit level 32. I'm hoping you give us a way to boost our existing exotic gear up to match so they can still be viable in future content but that's not the main point I want to talk about. What I want to talk about, is 1 of 2 choices; 1) Get rid of the restriction on Exotics and let us wear whatever we want. (not ideal but better than what we currently have) 2) Boost up up the power level of legendary and especially Exotic items so they truly feel special. There should be a very noticeable difference in power between a Rare and a Legend, and a Legend & an Exotic. I've thought about this for quite a while now and have some suggestions, starting with weapons. Thorn: Crank up the lingering damage by at least double. The small magazine and slow reload speed are fine and help make it unique from the other hand cannons, it just needs the DoT effect to really stand out. This will make it something of a pain in the ass in PvP but that's what all Exotics should do (in PvP though I'd only crank it up from 7 to maybe 12 damage max, any higher would turn it into a n00b cannon) Bad JuJu: Haven't actually used it much, but I've been told the super power on it doesn't even work, so fixing that would be a good start lol? Otherwise seems like it really just needs either a bigger magazine or more impact, the gun just doesn't have the firepower to get the ball rolling to take advantage of if its ability. Pocket Infinity: Increase the default magazine to 4 or 5 rounds please, 8 was way too much but 3 is a joke. Also there's a very annoying glitch with it currently where it will not engage the automatic fire properly. Vex Mythoclast: Leave the base damage where it's at, but crank the headshot multiplier back up to highlight it as more of a skill weapon. Side note: Would like to see the same thing done with ARs but have their damage drop off at range increased to compensate to make them better at midrange. Red Death: Tighten the spread of the bursts and give it a small impact boost - I've lost too many kills with that thing where I put 2 clean bursts into a guy's head and they lived with a shred of health, otherwise the weapon is fine. Patience & Time: The scope feels a bit clunky IMO, and the cloaking really needs to engage a lot faster if not instantly. Also please look into adjusting the glare in certain areas - using it from B side on First Light makes it difficult to see people >_> Ice Breaker: Can we get some actual customization options for this thing? None of them really do anything and the exotic power feels like a watered down Firefly effect. Please consider either toning down the severe recoil of the gun, or perhaps having the splash damage occur on every shot. Invective: Rarely (if ever) kills in a single shot, but the rate of fire makes up for that at least in PvE. Would be nice if the ammo regeneration was a bit faster. Super Good Advice: PLEASE lower the recoil. Just because it can return missed shots doesn't mean it should be completely uncontrollable as it is now. MIDA Multi-Tool: Weapon is largely fine, but the options suck. Why doesn't it have Single Point Sling as an option? For a weapon that's all about speed it's really quite baffling how it doesn't have that ability to allow a skilled marksman to maintain the agility advantage while aiming - it defeats the whole purpose of the weapon. Also the menu says it holds 21 bullets but it actually only has 19. Also tiiiiiny damage buff (5%?) would be nice. The Last Word: Hipfire bonus is a lie. Unless you're at extreme close range, you are NOT landing any headshots with that thing while hipfiring making the exotic power & the 1st upgrade on the gun both completely pointless. The only reason it's any good is the high RoF and stability. It would be great if you could actually aim this thing from the hip reliably though. Needs a small nerf to long range damage (all hand cannons do quite frankly, they're too competitive with SRs at range). Universal Remote: Make an exception please and give this thing shot package as one of its upgrades. This is the one and only shotgun that really should have it in order to take proper advantage of its exotic ability. The extra range and precision damage really don't matter when most of the pellets just miss the head anyway. Hard Light: Complete utter joke of a weapon. Very cool ability on paper, but a disaster in practice. This weapon absolutely needs its damage cranked up, as well as the exotic ability. It says it ricochets off hard surfaces, but I call supreme BS on that. This thing has so much potential to be the ultimate anti-camper/shenanigans weapon but currently fails hard. If you could please fix it so that you can aim it at a wall or ceiling to angle shots into people hiding behind cover that would be AMAZING. For example - another guy is in front of me hiding behind a crate, neither of us is budging. I take my hardlight and aim it up at the ceiling, fire, and the bullets bounce off the ceiling and into his head for a kill. That's how that gun should work. I'll get to the armors in another post but I wanna get back into the game for now lol. What do you guys think ?

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  • I think you make good points all but on TLW, I use it very well in PvE, you just need to train with it a LOT to get the aiming down when shooting from the hip, but it's effect works very well. Unless they're is an angry modifier, then you've got a problem.. You also missed Monte Carlo but that's understandable if you're on Xbox.

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    • Some of the armors are just fine (like Achlyophage Symbiote & Mask of the Third Man) as far as their exotic powers go nd just need their stats re-worked. Others are just a "meh" fest and need a total overhaul. Some of these suggestions might seem over the top, but I'm putting them forward from the perspective of games like Borderlands 2 and Diablo 3, both of which are more fun when it comes to getting (and abusing) rare loot that isn't just rare, but enables all kinds of crazy builds that otherwise wouldn't be possible. Symbiote: Love the golden gun mod, really wish it would also grant one of the passives though like Inmost Light does. Each subclass should have a helm like that that's main focus is to pimp out your super. Replace the Discipline on this thing with Intellect please and replace the grenade modifier skills. I'll admit that I like them and use this helm all the time, but the throw distance and energy from grenade kills would make more sense on YAS which mods Trip Mines. Instead this should be an intellect piece that also grants maybe the range buff for Golden Gun or Keyhole, and Super Energy from non-guardian kills. Mask of the Third Man: This one actually does give INT and has the right mods, I would just swap out the health recovery on Orbs for Quickdraw being given as a free passive. Again, the point here is to make these armors strong enough to warrant the 1-off only slot. HB might be too much for PvP. I was gonna say encore initially as it fits the theme of the Helm but that would definitely push blade dancers over the edge in Crucible, having both Encore and Hungering Blade together would be too much. Knucklehead Radar: Mostly fine, but would like Inverse Shadow to apply to all kills period, not just in PvE. Radar is far more vital in Crucible and while having 3rd eye all the time by itself is quite strong, it doesn't compare with the other 2 hunter helmets quite frankly. Apotheosis Veil: Total, utter failure of a helmet. First of all the thing has Discipline and not Intellect when it's a super-oriented item so there's problem number 1 solved. Secondly, if we're going to make this some kind of unique healing item, why not go full Ham with it and give it something unique like healing on grenade kills instead of the melee reducing grenade cooldown, or more super energy from kills so you can get your super faster. Skull of Dire Ahamkara: This one is damn-near perfect, only thing I'd like to see added to it is being granted Embrace the Void as a passive. While not a direct mod to your super like the others, it's still a rather key one for warlocks (dying while using Nova Bomb sucks) and with the improved energy drain, having EtV for free would allow Voidwalkers to really go ham with grenades and facilitate an all-out AoE build. It's either that, or have it give Lance & Angry Magic for free to make Nova Bomb ridiculously lethal. Light Beyond Nemesis: Really like the support focus here, but melee speed & healing on orbs feel out of place. Should definitely have more super energy from kills, and another unique perk that gives super energy whenever you are revived or revive a teammate. Useless in most PvP modes but God-like in PvE (outside of VoG Hard anyway) and Skirmish. Helm of Inmost Light: Very good helm and my basis for modding the others, only thing I'd change is the Orbs reducing melee cooldown - pointless. How about melee kills generate more super energy instead. Side Note: Death from Above is extremely awkward to use, and it'd be fantastic if when used, you have a brief 1~2 second window to aim a crosshair on screen that determines where you land. Helm of Saint-14: Mostly fine, but the exotic power is trash. How about going full ham with this thing and have it grant either weapons or blessing of light (or both, since this is your 1 and only exotic armor) to really make The Bubble a credible threat. Would probably be a bit too insane in PvP though. Or it could simply just amplify whatever bubble-mod you've selected, so armor of light reduces damage further, weapons gives even more dps etc. that would still be worth using without breaking PvP in half. Crest of Alpha Lupi: Similar deal to Light Beyond Nemesis. Heart of the Praxic Fire: Possibly the best exotic armor in the game currently, only thing I can say is maybe super energy from kills. I want to say make it grant Radiant Will as well but that feels like it'd be going too far. Lucky Raspberry: Would be fine as is if Arc Bolt could actually kill with any kind of reliability but as it stands you have to practically be standing right on top of it when it goes off. Starfire Protocol: Should instead increase the homing ability of the grenade a bit more (and I say this with great reluctance as I HATE being killed by fusion grenades) or, if it sticks to someone amplify the explosion so it kills anyone else within 5 feet. Voidfang Vestments: Make it give Discipline (WHY does it have Strength?!) and maybe a damage boost to the bolts. Axion Bolts never kill, only leave someone in the red. The Armamentarium: Only thing it's missing is something unique like Heavy Weapon reload speed or more Primary Weapon Ammo. May as well go ham with this thing. No Back Up Plans: Should also increase the strength of FB. More often than not the problem is that the shield completely runs out after a few hits, even with the passive for it and not so much running out of time with it. Young Ahamkara's Spine: Should be given grenade throw distance and also increase the blast radius of trip mines. Personally, I'm beyond sick of hitting people with them for 195~ish damage and they walk away with a scrap of health. Sunbreakers: Should also increase the size of the solar grenade and give grenade throw distance.

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      • Destiny isn't really intended to have the kind of crazy special effects that a game like Borderlands has. Builds are supposed to provide slight boosts to your favorite skills, but to keep things pretty much the same. The game would have to be completely rebalanced around more powerful special effects, because invariably those effects result in OP builds.

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        • Great points on the weapons, but in PvE we should be allowed to use any exotics we want. PvP sould only be allowed 1 exotic weapon and armor.

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