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Edited by ValiancyPS: 3/28/2016 10:11:13 AM
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New Exotic Concepts! [Part 1]

Hey guys! I've neglected this thread for quite a while now. But I'm going to try to push it to where it should be! The top. Feel free to post your exotic ideas in the comments. And tell me what needs changing/altering with the weapons and armor I have shown! I've maxed out the characters on this thread! Here's the new one: https://www.bungie.net/en/Forum/Post/198136869 [u][b]Exotic Concept 1:[/b][/u] [b]Weapon Name:[/b] Our Bravery [b]Weapon Type:[/b] Kinetic Pulse Rifle [b]Quote: [/b]“There is only one final path. One whom will require…” words appeared on a spectrograph taken from this weapon. Image ends abruptly. [b]Backstory:[/b] This gun has an unknown origin, however the quest that you have to complete to receive this gun alludes to that it’s the Speaker’s. He gifts it to you at the end of the quest for all that you’ve done for the city. [b]Statistics:[/b] Rate of Fire: 66, Impact: 14, Range: 31, Stability: 65, Reload: 72, Magazine: 27 [b]Main Perk:[/b] Spray and Play [b]Tree Perks: [/b]Snapshot, Single Point Sling, Casket Mag [b]Exotic Perk:[/b] Darknessless Kills against enemies have a high chance to generate orbs of light which you can pick up yourself or leave for your allies. This was the very first weapon I put together. I changed it's name many times before I arrived at "Our Bravery". (note: I'll write a new summary for this gun later) [u][b]Exotic Concept 2:[/b][/u] [b]Weapon Name:[/b] Ambience [b]Weapon Type: [/b]Void Scout Rifle [b]Quote:[/b] “An Exo went down into the cave and brought this gun out, tossed me a playing card and disappeared into thin air. Never saw him again." [b]Backstory: [/b]Received from a legendary or exotic engram. [b]Statistics: [/b]Rate of Fire: 37, Impact: 48, Range: 67, Stability: 38, Reload: 60, Magazine: 10 [b]Main Perk:[/b] Full Auto [b]Tree Perks: [/b]Send It, Lightweight, Braced Frame [b]Exotic Perk:[/b] Infinite Vortex Headshot kills with this weapon have a chance to create a void vortex on the corpse which pulls enemies inside. When creating this concept all I was thinking was, "Damn. This is gonna be so OP", so just to clarify, the vortex would pull you in, however you can still run and/or jump out, however it will slow you down. It would also have much more affect on someone standing still over someone moving already. This gun will be really helpful for fireteams in PVP and team games like Clash, Skirmish, Elimination etc. However a solo player like myself might not find too much of a use in it, besides creating awesome vortexes that suck your enemies into the middle! [u][b]Exotic Concept 3:[/b][/u] [b]Weapon Name:[/b] Mons Igneus [b]Weapon Type:[/b] Solar Hand Cannon [b]Quote:[/b] “A spirit burns bright within”, words burnt on the weapon’s handle in a text older then the golden age. [b]Backstory:[/b] Received from a legendary or exotic engram. [b]Statistics:[/b] Rate of Fire: 22, Impact: 81, Range: 30, Stability 52, Reload 26, Magazine: 7 [b]Main Perk:[/b] Triple Tap [b]Tree Perks:[/b] Field Scout, Armor Piercing Rounds, Casket Mag [b]Exotic Perk: [/b]Eruption Precision shots with this weapon cause a highlight effect on the enemy. Precision kills with any weapon while the burning effect is applied on that enemy, causes the enemy to explode, dealing damage in a small vicinity. This gun would probably be Fatebringer's replacement, even though we've already gotten that with Ace of Spades... No one really uses that weapon. So I took it upon myself to redesign the weapon and I arrived at an exotic gun, with almost the same killing potential, but still on par with a lot of the good PVE weapons like Bad Juju and Zhalo Supercell. And while I'm on the topic of the Zhalo Supercell, both the Void and Solar guns I've depicted represent almost different forms of the weapon. A solar exotic primary and a void exotic primary. So that arc isn't the only attribute getting some love! [u][b]Exotic Concept 4:[/b][/u] [b]Weapon Name: [/b]The Poltergeist [b]Weapon Type: [/b]Void Sniper Rifle [b]Quote:[/b] Ghost detects a strange void presence. The exact origin is unknown but traces are detected all around the weapon. [b]Backstory:[/b] Received from a legendary or exotic engram. [b]Statistics:[/b] Rate of Fire: 40, Impact: 13, Range: 72, Stability: 39, Reload: 100, Magazine: 6 [b]Main Perk:[/b] Mulligan [b]Tree Perks: [/b]Lightweight, Single Point Sling, Send It [b]Exotic Perk: [/b]The Suspense Shots fired from this weapon are silenced. Precision kills with this weapon cause you to go invisible and increases your agility for 3 seconds. Another void exotic weapon! Destiny is really lacking in these! So I thought I'd create another. The Poltergeist is of the fastest firing archetype of Sniper, to combat the Exotic Perk. The Exotic Perk allows for a very stealthy play style within PVP and PVE. Though would probably be of more use in the former. [u][b]Exotic Concept 5: By @Logic[/b][/u] [b]Weapon Name: [/b]Tactical Overmind [b]Weapon Type: [/b]Kinetic Pulse/Scout Rifle [b]Quote:[/b] “The safest person in the world, is the one whom plans his own death.” – Note strapped on the side of the weapon. [b]Backstory:[/b] Found on a rooftop of a Golden Age civilisation, long lost to the forest. Little is known about the weapon itself. Found in an exotic quest which takes you to Europe. [b]Statistics:[/b] [u]Pulse/[/u] Fire Rate: 88, Impact: 13, Range: 37, Stability: 62, Reload Speed: 96, Magazine: 18 [u]Scout/[/u] Fire Rate: 52, Impact: 35, Range: 53, Stability: 62, Reload Speed: 71, Magazine: 18 [b]Main Perk: [/b]Third Eye [b]Tree Perks: [/b]Smallbore, Snapshot, Skip Rounds [b]Main Perk 2: [/b]Silent Overseer You do not appear on the radar while crouched when this weapon is readied. [b]Exotic Perk: [/b]Tactical Advantage / Pulse Switches gun to the Pulse Rifle archetype. [b]Exotic Perk 2: [/b]Tactical Advantage / Scout Switches gun to the Scout Rifle archetype. @Logic on Bungie.net: https://www.bungie.net/en/Profile/254/11602406 This was a gun by @Logic and I started working on this as soon as I saw his comment on my thread. It had the exact qualities that not only I personally would love, but Bungie would too. Both the Exotic perks would always be unlocked when you get this gun. So you can immediately switch to whichever "Advantage" you wanted. Kudos to @Logic for this amazing gun! [u][b]Exotic Concept 6: By @colvilleRb[/b][/u] [b]Armor Name:[/b] Impenetrable Fortress [b]Armor Type:[/b] Titan Chestplate [b]Quote:[/b] “Nothing is impenetrable, but hopefully this is close.” [b]Backstory:[/b] Received from a legendary or exotic engram. [b]Roles:[/b] Intellect, Intellect & Discipline, Intellect & Strength [b]Exotic Perk:[/b] Complete Encasement If an enemy walks into your Ward of Dawn, it will become trapped and is unable to escape. @colvilleRb on Bungie.net: https://www.bungie.net/en/Profile/254/9720426 Well, if you thought I was only doing guns, here's something for the exotic armor lovers out there! You can thank @colvilleRb for this amazing concept! This exotic would be great for helping to lock down areas, or just using this along side the Immobius shotgun and going absolutely beserk on whom ever oppose you! Kudos to @colvilleRb for this amazing piece of armor! [u][b]Exotic Concept 7:[/b][/u] [b]Weapon Name: [/b]The Ruby Hare [b]Weapon Type:[/b] Kinetic Auto Rifle [b]Quote: [/b]A new prototype from Daito that was delivered with orders directly, to you? The gunsmith finds this very, very odd. [b]Backstory: [/b]Daito sends you on a quest for their foundry. The Gunsmith then recieves this weapon with orders to give it to you. [b]Statistics: [/b]Rate of Fire: 100, Impact: 2, Range: 35, Stability 80, Reload: 50, Magazine: 60 [b]Main Perk: [/b]Unflinching [b]Tree Perks:[/b] Smallbore, Lightweight, Skip Rounds [b]Main Perk 2: [/b]Counterbalance [b]Exotic Perk:[/b] Jack of All Trades Swap times and ready times for this weapon are immediate. Imagine the sexy frame of the Jade Rabbit, now imagine the blue, be red, and it be on an auto rifle. That's how awesome this gun's aesthetics would be! This weapon will allow you to get off, say, a sniper body shot, then immediately switching to this weapon and finishing them off! This would be a top contender for Crucible and especially with the Doctrine type Auto Rifles being so "shreddy" right now. But once Bungie nerfs it, this gun will still be in quite a good place, and that's what I'm going for! [u][b]Exotic Concept 8: By @BXR Lonestar[/b][/u] [b]Weapon Name: [/b]The Lost Valley [b]Weapon Type:[/b] Kinetic Scout Rifle [b]Quote: [/b]“Those pre-golden age schematics told of an unfinished gun… But Tex must have finished it.” - Amanda Holliday [b]Backstory:[/b] A quest given to you by Tex Mechanica through Amanda Holliday tells of schematics lost in the Golden Age, they want you to retrieve them. [b]Statistics:[/b] Rate of Fire: 52, Impact: 37, Range: 37, Stability: 60, Reload: 100, Magazine: 10 [b]Main Perk:[/b] Hip Fire [b]Tree Perks: [/b]Smallbore, Armor Piercing Rounds, Single Point Sling [b]Main Perk 2: [/b]Spray and Play [b]Exotic Perk:[/b] Sharpshooter With each shot hit this weapon fires faster, this buff resets upon reload. @BXR Lonestar on Bungie.net: https://www.bungie.net/en/Profile/254/2179490 A completely new concept of gun by @BXR Lonestar! This gun is really fascinating. A short range scout rifle that can still compete at mid range, with the flip animation by Tex Mechanica. And seriously who doesn't love Tex Mechanica? The gun will hopefully be a monster at short range, allowing for nice quick kills from even hip fire range! Kudos to @BXR Lonestar for designing this amazing gun!

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  • Gun name: The Long Fight Quote: Wouldnt be fun without the fight-Etched on the side of the gun. Scout rifle similar to the inward lamp with similar stats. Full auto with kinetic rounds. Exotic perk: Ramping up- Gun fires faster and faster the longer the trigger is held.

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  • Exotic Weapon Type: Kinetic Pulse Rifle/Auto Rifle Flavor Text: "The Warlock had changed and evolved in a blink of an eye as the Knight swung it's sword...Turning himself into a monster" Stats: Auto Rifle: Fire Rate: 54 Impact: 45 Range: 68 Stability: 79 Reload: 35 Ammo: 35 Pulse Rifle: Fire Rate: 33 Impact: 56 Range: 56 Stability: 79 Reload: 35 Ammo: 30 Auto Rifle Perks: Perk One: Unflinching Tree perks: Armor piercing rounds, Fitted stock, Hand-Laid Stock Exotic perks: Kills with this weapon grant increased damage significantly for precision shots, missing a shot or getting a body shot resets the perk for the next 10 seconds Pulse Rifle Perks: Perk One: Counterbalance Tree Perks: Explosive rounds, Hand laid-stock, snapshot Exotic Perk: Kills on two enemies in quick succession causes your next target to explode in a fire wall if precision; can penetrate minions of the darkness's shields if first two kills are precision

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  • Hey everyone! I've reached the maximum amount of characters on this thread. So I've decided to create a second! Here's a link: https://www.bungie.net/en/Forum/Post/198136869 Enjoy!

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  • Edited by Alucard: 3/27/2016 9:44:14 PM
    [b][u]Final Stand[/u][/b] Exotic Hand Cannon: Details: [i]Obtained from a quest line starting in the cosmodrome and ending on Mars. [/i] Quote: "My favorite part of the fight is when we got cornered, surrounded, overrun. That's how you separate the men from the boys." -Deceased Titan stationed on Mars Description: "Back to back the Guardians fought, cornered with no end in sight... This was their final stand" This exotic hand cannon can fire full auto with a mag size of 5. With impact similar to a shotgun and maxed out reload speed, the "Final Stand" is perfect for getting yourself out of sticky situations. The small mag size can be considered handicap yet the reload speed with take some stress off. The rate of fire can leave the gun inaccurate therefore it is favored by Titans (hunter master race). With range shorter then a last word this gun has proven well in close quarters but less then 10% effective at mid to long range. Stats: [b]Impact:[/b]60 [b]Range:[/b]8 [b]Stability:[/b]30 [b]Reload Speed:[/b]100 [b]Rate of Fire:[/b]80 (full auto) [b]Magazine Size:[/b]5 [u]Exotic Perk: "Final Stand"[/u] Accuracy and Reload Speed are increased when health is at a critical level. [b][u]Grimoire Card 1 [/u][/b] "I was bar tending that night when they walked in. Big, tall, mean looking yet there was a noble feel in the air when they became present. The guardians walked up to the bar, I forget what they asked for. All I remember was the guardians and some thugs who came in after. They said they had something to settle. The conversation went something like this. Thug: ....... That Cabal ship you took out was one of our trade ships and now you have to pay ..... That was all that was said. The guardian who seemed to be the leader was silent. The thugs we angered and pulled a gun. After that there was a flash and all 3 thugs were on the ground, dead. The weapon the guardian held. It was massive. A massive hand cannon that was slung across his back. It was a work of art... Now is that it or are you gonna buy a drink. [b][u]Grimoire Card 2 [/u][/b] Guardian 1: Commander, we're trapped. It's over. It was a pleasure to fight along side you for this long. Guardian 2: The foundries of the city have prepared us for this. The Guardian pulled out a hand cannon that could have been confused with a small shotgun. It fired multiple shots in the time were 1 would be fired. The Legionary leading the charge dropped. There was hope. This was the final stand. [spoiler]Any suggestions?[/spoiler]

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  • Weapon Name: Fraternal Ties Weapon Type: Kinetic Hand Cannon Explanation: It's a duel wield Hand Cannon that shoots one by one, switching from one side to another. Quote: "I lost my half. Don't lose it again." – Unknown Guardian found moments before death. Backstory: You are sent on a mission to Venus, where you follow a signal leading to the deeper reaches of the Ember Caves. After fighting a bunch of Vex, you find a guardian laying against a bench with some sort covering his abdomen. He's a hunter wearing a helmet, so you can't really tell his identity. His ghost flickers next to him, as if it were soon to perish as well. He gives you a single gun prototype and hands you an encrypted message for the gunsmith. This leads you on a quest to find the other half of the weapon. You must defeat several 2 Vex and 1 Fallen boss who have different parts and construct the other half. The bosses must be killed with the prototype, but only as the final shot. It would be very weak without it's other half. You then take it back to the Gunsmith and he will put the parts together. (I'm not good at stats since I don't really have a good grasp on it. So help me if you think they're bad, op, or something that needs work.) RoF: 59 Impact: 43 Range: 41 Stability: 64 Reload: 23 (Reloads both sides...) Magazine Size: 40 (Each Hand Cannon holds 20 on each side) Main Perk: Outlaw Tree Perks: Mulligan, Quickdraw, and Hip Fire Main Perk 2: Hand Loaded Exotic Perk: Double the Trouble This perk allows the gun to shoot both sides at the same time. This occurs in the last four rounds only. This means two shots with high damage. I wouldn't suggest just using up all your ammo for these last rounds, because the reload is gonna leave you very vulnerable.

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  • You people, always making me do the thinking things. [b]Lone Wolf[/b] Auto Rifle [i]"A wolf with no pack is a dead wolf." "We've been dead before, old friend."[/i] RoF: 62 Impact: 20 Range: 38 Stability: 73 Reload: 57 Magazine Size: 42 Exotic Perk: The Faithful - Kills increase handling, reload speed, stability, and range for fifteen seconds. Stacks up to three times. Perk 1: Army of One / Focused Fire Variant Column: Armor-Piercing Rounds / Field Scout / Lightweight Perk 2: Battle Runner / Surrounded Acquisition: Complete Quest "Beyond the Wall"

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    • I have one! [b]Lights Mercy[/b] Auto Rifle "Only the Lights Mercy can save you know"-Unknown Deceased Guardian Journal Entry 15 Perk1:Lights Mercy: Every 5 bullets one becomes pure light and doubles damage Perk2:Bottomless Clip: Every precision kill with this weapon adds a round to the mag. Looks like Mida with a hive design spin, no scope accept a red holographic diamond. Damage depends on level What do ya think?

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    • Faustian Bargain. [i] For power unending I would trade my very soul.[/i] Exotic Auto Rifle: Perk 1: Glass Half Full Exotic Perk Curse of Mephistopheles Each kill with this weapon increase: Weapon Reload Weapon Handling Weapon Range Weapon damage By .10 percent stackable up to 5 times but reduces the players armor and recovery stat by .10 percent. Jackalope Jigsaw [i]As long as you believe, no one can say it isn't real.[/i] Exotic Shotgun Exotic Perk: Dust Devil: Kills with this gun provide an increase to agility and recovery. Perriot Wish [i]"Let this weapon be my liberator, from the endless heartache - inscribed on the wall of the theater which housed this tragic tool.[/i] Exotic Scout Rifle Exotic Perk: Harlequins and Heartbreak: Shots with this weapon afflict the user with the "Absurdists Hope" debuff which allows for the target to be seen through walls and hit for severely reduced damage.

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      • Bump

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        • [quote]Weapon type: Auto Rifle Name: Final Dynasty Brand/ manufacturer: Suros Description: In destruction, there is good and bad, but this weapon has both Rate of fire: 58 Impact: 46 Stability: 74 Range: 77 Exotic perk: Firefly[/quote]

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          • VENGEANCE OF THE NIGHT "There is neither darkness without light, nor light without darkness." - Unknown Grimoire: A mysterious gun of strange origins, the Vengeance of Night was found deep in the Dreadnaught under lock and key... Quest Line Name: Xükor's Bane QL Part 1: "Appeasing the Dark" Defeat beings of the light in crucible using any abilities. QL Part 2: "Proving Your Power" Slay 50 minions of the dark in five minutes. QL Part 3: "Gaining the Bits" Search chest in the Dreadnaught for ten hadium flakes and a chiton carving. QL Part 4: "Acquiring the Key" Talk to Eris Morn who will make you the Chiton Key. QL Part 5: "Slaying Xükor" Enter a special level fourth Shield Brothers strike where the witch Xürok the Scared intervenes as a third boss who's death will open a door with a chest requiring the Chiton Key then giving you Vengeance of the Night. Type: Arc Hand Cannon Ammo Capacity: Nine Main Perk: Battle Runner 1st Perk Tree: TrueSight IS, SureShot IS, QuickDraw IS 2nd Perk Tree: Armor Piercing Rounds, Explosive Rounds, Reinforced Barrel Final Perk: Outlaw 1st Exotic Perk Option: Bullets of Dark, the fifth and ninth shot in the mag cause weight of darkness 1, double damage but landing one of these shots take away a small fraction of super, grenade, or melee energy. 2nd Exotic Perk Option: Rounds of Light, the fifth and ninth shot in the mag cause slight blindness, does only 75% of normal damage and landing one of these shots gives a small fraction of super, grenade, or melee energy. Design: It looks like a bad juju taken hand cannon, but has a gash on each side exposing a core of crystalline light and a hooked handle like Hawkmoon.

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            • I feel for most of these are to op for exotic perks

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              • Plan A & Plan B Hand cannon secondary Regens ammo You need to collect both to be able to use: Course of Action 89C Solar Dual weild No ADS

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                • Edited by Lord Gabin: 3/12/2016 9:19:25 PM
                  The exotic perk on the hand cannon is pretty much firefly

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                  • [b]Sky Burner's Vengeance[/b] -[i]The second fleet may have been defeated, but it will never be forgotten.[/i] Backstory -A cabal grenade launcher torn from the hands of a centurion and promptly turned on its former masters.

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                    • Edited by TNB719699: 3/10/2016 6:36:41 PM
                      Weapon name: The Basilisk Backstory: a gun forged with an infant ahamkarah skull, and artifact to remind of us of what we have done Weapon type: hand cannon Description: "Long live the king!" Exotic perk: PvE- Gifted fangs- head shot damage allows this gun to fire two bullets at once, one bullet from magazine and the other is gifted for free last 15 sec. PvP- Mark of the Basilisk- headshot marks the enemy and allows you to see them through wall, can only be done to one person at s time. Last 15 sec. You are aloud to change the perks whatever game type your in. I made separate perks to try and benefit both parties of the game. -------------------------------------------------- Weapon name: Pyralis (solar primary) Backstory: legend tells that this gun was forged from the sun during the golden age, when three guardians sacrificed thief solar abilities to forge a true weapon of the light Weapon type: scout/ pulse hybrid Description: "Burn. Baby burn." Exotic perk: Blinding incineration: precision kills with this gun blind nearby enemies and a large explosion from enemy corpse area. RoF: 65 Imp: 30 Rng: 70 Sbl: 60 Rld: 85

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                      • Edited by nerolisk: 3/9/2016 5:50:30 AM
                        [b]weapon name:[/b] Hell-Raiser [b]weapon type:[/b] solar machine gun Weapon aesthetics: looks like a Gatling gun on fire Weapon background: quest from Banshee-44 Quote: [i]"Let the damned feel nothing but fire..."[/i] Fire rate: 78 Impact: 42 Stability: 58 Range: 32 Reload: 61 Mag size: 66 Exotic perks (because weapons like hereafter and zhalo have two for some reason) Hellfire- rounds have a chance to ignite enemies on fire, causing burning damage over time Curse of the damned: precision kills have the chance to trigger a solar explosion (like a fusion grenade) damaging nearby enemies

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                        • I like this

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                          • Bump! I'm not letting this thread die!

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                            • Tex Machina's Lever Action Rifle Class: Primary scout rifle This gun will feature tex machina's styling and gun/twirling animations, but for all intents and purposes, it will be a rapid fire scout rifle. This gun will feature standard iron sights found on most western style rifles. It will be solar damage, and it will have a base shotrate similar to VoC. Its first perk will be hip fire, which will allow it bonus accuracy while fired from the hip, and its exotic perk will be "Sharp Shooter" which will allow the rate of fire to increase with each landed headshot, combined with triple tap. The buff lasts 3 seconds and is stackable up to 5 times. It will have a 13 round magazine capacity.

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                              • Trapping enemies in the ward of dawn would be awful! Imagine if like 30 thralls ran in you'd be dead...

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                                • If you put two bubble on top of each other, one with impenetrable fortress and one with helm of inmost light, enemies would be blind and unable to escape lmao, that would be hilarious overpowered in crucible

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                                  • Exotic 7 is really bad. Small magazine, no counterbalance or rangefinder, and it's exotic perk is just a worse version of QuickDraw

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                                    • Very nice ideas, they all seem pretty balanced.

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                                      • I little over powered on most of them

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                                        • Exotic Hunter Gautlets: Bladedancer Name: Master of Blades Exotic Perk: Swift Blade - Increased blink strike range; arc blade and blink strike have increased attack speed. Alternate idea (v2): Swift Blade - increased blink strike range and arc blade lunge. "His skill is his own weapon... but it doesn't hurt to have a sharp blade"

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