JavaScript is required to use Bungie.net

Service Alert
Destiny 2 will be temporarily offline tomorrow for scheduled maintenance. Please stay tuned to @BungieHelp for updates.

Forums

originally posted in:Vault Raiders
originally posted in: Exotic Raid Weapons should be OP
Edited by ABackSeatDriver: 4/22/2017 8:13:31 AM
2
Necrocasim: suppresses hive wizards and can penetrate hive knights' shields. Poisons like Thorn. When an enemy is killed they explode and if that explosion kills another enemy they explode and so on. Necrocasim refills it's clip after a kill. Change the Necrocasim's flavor text to "I HUNGER!" Touch of Malice: hits give back a small amount of health and kills trigger health regen. Each hit charges the weapon with taken energy and once full ToM replaces the guardian's melee charge with one of 5 random taken abilities; taken captain darkness ball, taken acolyte acolyte's eye, taken knight fire jets, taken phalanx shield blast, or taken centurion axion dart. The charge lasts until used or another weapon is equipped.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • These are some cool ideas! I love ToM giving you taken powers. I was originally going to put Thorn poison on ToM but then I thought, Thorn is my baby, its a bit lack lustre in its current state, the last thing it needs is another gun doing its thing and stealing the lime light. But I feel poison just works thematically with the ToM, which is what lead to thought of the Cloud of Darkness! Chained explosions would help the range of the Cursebringer perk for sure, and more explosions are never a bad thing. I mean, you get this gun from Crotas End the least it could do is trivialise the Abyss and the Thrallway. Yeah I'm sold. 'Refills its clip after a kill'. You like those perks don't you XD Touch of Malice hits give back health... I dunno, I don't want to feel like I'm being rewarded for hitting stuff, I would rather the gun just do that reliably anyway. However, if you mean that on a hit I loose less health than on a miss, that's something that could help me get off more shots on a boss before my own gun kills me horribly. So for those Taken powers, here's my take on that idea. When the gun is on its last round and pulsating evilly, your melee is replaced with the phalanx blast, and your grenade could cycle through the others in a predictable way as you get kills, maybe to the tune of the Warpriests powers? So the Axion Dart, the Hobgoblin Retaliation Swarm, and, the Darkness Bolt? And it would last until u reload, and if you used the grenade ability it would rotate and start charging.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • The ToM would grant health per hit but not more than how much it takes. It's a kinda safety net for when it starts taking health. The taken powers are random and temporary and can be cancelled by swapping weapons and your idea for reloading too. As for Necrocasim, I want it to feel like it's devouring the enemy and that there is no end to it. That's why it deals poison and chain explosions and refunds the clip after a kill. Also, op raid exotics shouldn't run out of ammo..........ever.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon