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Edited by Godly: 8/29/2015 3:49:45 AM
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Godly

Create Your Own Modifier!

Lets see the creativity! The person who comes up with the best modifier will have his featured in a future nightfall strike! -> "BUMP" a fellow guardians modifier if you like it! Rules: Create a Title and then the description of the modifier next to it, for example -> "Spoiler" - A timer on the screen will hint at when ammo crates will drop from enemies and which kind. Featured Modifiers: Salohcin J -> Hot Swap - Modifier(s) change(s) every 10 min. AmazingNitrox z -> Chemical Reaction - An enemy killed with a different weapon burn than the burn of their shield will cause them to explode. Squiffles -> Third Eye - Third person point of view will be active. Jaded Rabbit -> Hollow - Enemies don't have shields, and neither do you. Eddmario -> Jackpot - Increased glimmer and engram drop rates. Edit // Lets see some negative modifiers as well, who doesn't love a challenge right? Am I right!? Edit 2 // Lets keep this trending guys! I really want bungie to implement some of these amazing modifiers you have come up with! The creativity displayed here is absolutely awesome so keep it up fellow guardians!!! :) Edit 3 // With the new changes coming to the nightfalls in The Taken King, make sure the modifiers you create take that into account!
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  • [b]Static[/b] - Not moving will slowly deplete your shield until death. Keep on the run.

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    • Edited by The_Brain_Fly: 8/19/2015 12:28:53 AM
      Friendly Fire - Your team mates can and will die if you hurt them with your own weapons/abilities.

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      • White nail.........

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        • Updating... Decreases your weapon damage by 100%

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          • Edited by Harrusan: 8/19/2015 12:21:20 AM
            Blackout Radar is only active after a kill for a small period of time. (3 seconds) Rolling Thunder Consecutive melee kills boost all player damage. (About 3-5 kills) Fury All enemies move at a faster pace and deal bonus melee damage when running towards someone. Pockets Primary and secondary weapons hold more ammo. Ninja Enemies that can go stealth are permanently invisible. Firing range All weapons fire faster.

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            • Murder: killing minions of the darkness increases defense agility and attack for a set period, stacks up to 5

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              • Edited by Shadow Of Sol: 8/28/2015 9:42:06 PM
                Frenzy: Every 5 enemies killed makes all enemies more aggressive and do 10x more damage throughout the mission [spoiler]I lack creativity at the moment :P[/spoiler]

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                • Head wanted - headshots only Wink wink ;)

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                  • Edited by Korrupt: 8/28/2015 9:10:30 PM
                    [b]Arc Chill[/b]: Arc damage is significantly reduced. [b]Solar Chill[/b]: Solar damage is significantly reduced. [b]Void Chill[/b]: Void damage is significantly reduced. [b]Kinetic Chill[/b]: Kinetic damage is significantly reduced. [b]Kinetic Burn[/b]: Kinetic damage is significantly increased. [b]Precision[/b]: Critical hits deal significantly increased damage. Non-critical hits deal significantly reduced damage. [b]Tilted[/b]: Elemental shields only take damage from that element. [b]Blackout[/b]: Abilities and HUD are completely disabled. [b]Eclipse[/b]: Enemies have increased health. [b]Nightmare[/b]: Enemies have increased rate of fire and damage. [b]Shroud[/b]: Enemies are cloaked. [b]Frenzy[/b]: Enemies deal more damage the more they are damaged. [b]Red Mist[/b]: Guardians deal increased damage the more they are damaged. [b]Lightning[/b]: Guardians have increased rate of fire the more shields they have. [b]Adrenaline[/b]: Guardians gain a few moments of invulnerability when they should have been killed. [b]Countdown[/b]: The clock is ticking... [b]Torment[/b]: Guardians take damage when they move. [b]Agony[/b]: Guardians take damage when they activate an ability. [b]Lethargy[/b]: Guardians move and act slower. [b]Failure[/b]: Guardians take damage when they miss with an ability or weapon. [b]Silence[/b]: Guardian Supers are disabled. [b]Static[/b]: Guardians can only deal damage when not moving. [b]Haunted[/b]: Minions of the Darkness explode spectacularly on death. [b]Collapse[/b]: Guardians within a Fireteam share damage. [b]Shadow[/b]: Minions of the Darkness have constant health regeneration. [b]Anguish[/b]: Guardians take damage when they reload. [b]Madness[/b]: Minions of the Darkness have a high chance of returning to life if not killed with a precision hit. [b]Energy Drain[/b]: Guardian shields drain as they fire their weapons [b]Embrace[/b]: Guardian shields are attuned to their subclasses element. [b]Foehammer[/b]: Damage from the same team is significantly increased. The Chill modifiers would essentially cancel out the Burn modifiers. Where the Burn modifiers deal about 300% more damage, the Chill modifiers would deal 33% damage. Precision would deliver 300% on head shots but only 33% on the body for example. Tilted would mean that Minotaur shields are only going to be taken down by Void damage; once the bubble pops, it's open season. Blackout is fairly simple, every HUD element is disabled as well as Guardian abilities. This means no sensor, no melee ability, no grenades, no super, no reticule, nothing. Eclipse is Mythic's hated cousin and would be about 200%-300% increased [i]health[/i]; shields would be unaffected. Nightmare gives enemies double fire rate and damage. Blinded means that every enemy in a Darkness Zone has the same cloak as a Stealth Vandal. [i]Every[/i] enemy. Frenzy would mean that every one percent health lost, two percent damage output is gained. Red Mist is the Guardian effecting equivalent of Frenzy. Lightning gives double rate of fire/charge rate at full shields (or triple in the case of overshields) and scales down to standard rate of fire at no shields. Adrenaline gives a second or two invulnerability when they get hit with a would-be fatal shot. Countdown gives a fifteen second timer; if an enemy in the area has not been killed by the time is up, the Guardian dies. This refreshes every time the Guardian kills a minion of the Darkness. Torment means that Guardians will take damage every second they move. The damage is roughly the same as the Khepri's Sting hidden DoT poison (which is about half of the Thorn's DoT). Agony means that Guardians take about the same damage as two Thorn ticks combined every time they use a Super, a grenade or melee ability. Lethargy makes Guardians move, sprint, reload, aim down sights and deploy Ghosts around 50% slower. Fire rate and jump height are unaffected. Failure will mean that Guardians take about the same as Khepri's Sting hidden DoT poison tick damage every time they miss with a shot or ability. Silence disables Supers. Guardians are still able to use grenades and melee abilities. Static means that Guardians can only deal damage when they are standing still; if they are moving when the projectiles hit, no damage is dealt. Haunted affects minions of the Darkness, causing them to explode on death. This would roughly be a Hydra death blast with extended range. Collapse means that Guardians in a fireteam take less damage individually per Guardian in the fireteam, but every Guardian takes the damage. Two Guardians in the same fireteam will take half damage, three Guardians will take a third, four will take quarter, five a fifth and six a sixth. Shadow gives minions of the Darkness Thorn DoT as passive health regeneration. Anguish makes Guardians take a Thorn DoT tick as damage every time they reload. Madness gives minions of the Darkness a 60% chance of returning to life with full health if they are not killed with a precision shot. This resurrection can only happen once. Energy Drain drains Guardian shields as they fire their weapon.This drain would only affect Guardian shields; if the Guardian has no shields active then the shields will not be drained. As with every triggering damage modifier I have suggested, this deals the same damage as a DoT poison; in this case the hidden Khepri's Sting poison. Embrace gives Guardian shields a weakness to the element that their subclass deals with their abilities. For example, Voidwalkers would have a Void shield, Striker Titans would have an Arc shield and Gunslingers would have a Solar shield. Foehammer enables friendly fire for EVERYONE, not just minions of the Darkness. This means you can't Gjallahorn a teammate to get them out of trouble without killing them. This also means that if you block a teammate's rocket and your third, fourth, fifth and/or sixth are in the blast radius, you are going to ALL get killed. Realistically this isn't going to that much, but it does encourage spreading out. And douchebaggery if you're really for that. Special thanks to T3Tomasity for providing the names for Energy Drain and Embrace.

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                    • Alert: enemies will always be aware of you location

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                      • Patience is a virtue - Supers, Grenades and Melees regenerate slower but do more damage.

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                          Deez Nuts- Charging $100 for a year long beta where nothing you've done matters. Year one exclusive, hidden modifier throughout all game modes.

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                          • Chicken legs- Fall damage enabled

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                            • The red death; red death has increased damage and is amplified

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                              • Steroids : you run faster and hit harder with melee

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                                • [u]Ashes[/u]. Enemy weapons cause solar damage

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                                  • Mario - Enemies can only be defeated by jumping on them (all feet deal Lightswitch melee damage.)

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                                    • Chibi-head: all enemies have a huge cartoon-size head with a corresponding larger hitbox. ;) I stole this idea from some game but I forget which one...GoldenEye? Yeah, think that was it.

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                                      • ??? Random modifier that uses a random modifier each time [spoiler]one time it could be solar burn, the next nightfall[/spoiler] applies to all dailies weeklies and nighfalls

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                                        • Hungry - You slowly lose health and you need to kill enemies to regain the health. Killing more enemies can give you an over shield or a damage boost.

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                                          • Hell: Ground goes on fire every 5 seconds, for 5 seconds with a 10 second posion burn. takes your shield down.

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                                            • The power of the OP: once you spawn in the mission is completed

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                                              • Increase chances of Exotic drops by 1000%

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                                                • [b]Zero Waste[/b]: Guardians cannot reload any weapons unless the magazine is empty. [b]Adrenaline[/b]: Guardians deal increasing damage as their health lowers. [b]Predator[/b]: "Tagged" enemies will take 50% more damage, but all other enemies will be immune until the tagged target is killed (excludes bosses). [b]20:20[/b]: Hipfire shots deal extra damage. Guardians cannot aim down sights. [b]Momentum[/b]: Grenades, throwing knives, rockets, and nova bombs deal more damage the further they travel. [b]Exodia the Forbidden One[/b]: Shooting any non-boss enemy in the left leg, right leg, left arm, right arm, and head will instantly kill them.

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                                                  • [b]Real life:[/b] Everything dies in 1 shot, including you.

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                                                    • Malfunction- your currently equipped weapon has a random chance of jamming for 15 seconds

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