There are a few exotics that come to mind that cater to this.
Nezarec’s Sin
Claws Of Ahamkara
Necrotic Grip
OP Aspect
One-Eyed Mask
Mask Of The Quiet One
Sythoceps
Heart Of Inmost Light
The Path Of Burning Steps
Stompees
Knucklehead Radar
Wormhusk Crown
Dragon’s Shadow
The Sixth Coyote
The Bombardiers
Frost-EE5
These exotics for the most part have a lot in common and that is what makes them good and unique.
They either provide a neutral bonus that enhances your build or behavior of style.
Or
Your build is designed around a specific ability or burn elemental to gain access to the perks within the exotics.
The synergy these provide between your weapons, exotics, subclasses or even damage output makes them easily within the best.
All of these could easily be labeled as A Tier or higher in exotics.
Which leads me to the underwhelming exotics that have yet to get their day in the sun.
These exotics are either too specific for usage, underpowered in their usage or perk capabilities or down right ugly in appearance.
For the record, I am not saying these are unusable but these could be enhanced or changed to provide more of a diversity within the playerbase as a whole.
Here are some mentions:
Any exotic that has super energy regen from kills ie Skull of Dire Ahamkara, Shards of Galanor, Eternal Warrior.
These are only a few mention and neither of them change the layout of the supers.
Eternal Warrior could have brought back OG Fist Of Havoc and granted an overshield for kills or been used for all subclasses.
Skull of Dire Ahamkara could have brought back the Lance Nova Bomb/Three Style Void Bomb or change the layout for all subclasses.
Shards of Galanor could have changed the layout for Gunslinger. Extend the duration of supers, add a few extra shots or turned Blade Barrage into a roaming or support super. Again, could have been the super regen for all classes.
There is no need to have one exotic designed to one subclass when it could easily provide improvements for either all three within the same element or any subclass for that class.
There should have been 1-4 exotics per class that was designed to the overall element of the subclasses.
Now let’s get back to the other lacking exotics.
Too specific oriented ones
Crown of Tempests (Could have been Arc kills restore ability energy)
The Stag (Grants Rift when critically wounded from kills) (If Rift is already down, critically wounded kills grant health regen)
Astrocyte Verse (Grants Blink as Alternative Movement Ability)
Verity’s Brow (Make it work like Golden Tricorn But Grenade Oriented) (Weapon and Grenade Synergy Extends Duration)
Dawn Chorus (Melee projectiles causes targets to suffer more from elemental burn)(Effects last longer and you gain small amount of melee energy each time an enemy is affected by elemental effects) (Super projectiles count as well)
Winter’s Guile and Wormgod Caress (Melee kills increase melee damage. Kills with other abilities and weapons extend duration)
Severance Enclosure (Ability Kills Create Explosions Determined By Enemy and Player’s Subclasses) (Weapon Kills Grant Enhanced Elemental Effects)
Contraverse Hold (Resist Incoming Damage When Charging Grenade) (Charged Grenade Hits Return Grenade Energy)
Any Grenade Consuming, Charging or Specific Grenade Usage (Embrace the Charging or Consumption Grenade Mechanic) (Needs To be Quick) (Neutral Grenade Usage Based Off Players Choice)
Any “Powered Melee” Exotics Should Be Melee Kills
Any Specific Melee or Grenade should all be similar to Claws Of Ahamkara or Armamentarium
Make more “Aeon” gauntlets
Vesper Of Radius and Icefall Mantle should mimic Bombardiers in Usage. (Increase radius and speed of Rift But Arc Subclasses Have Bigger Shockwaves) (Increase Radius and Speed of Barricade But Kills or Slow From Usage Grants Overshield For Stasis)
Make Bombardiers effects much stronger with a wider radius.
Sanguine Alchemy should return to its old state but limit wall hacks to the same length as True Sight. (Should work like Secant Filaments with Devour but much shorter on the timer)
Mask of Bakris (Grants Blink To All Subclasses) (Rival Elemental After Shifting Grants Increased Damage And Handling For A Short Time) (Solar-Stasis)
Mechaneer’s Tricksleeves (When critically wounded, stowed weapons have increase damage) (Equipped weapon has Haste)
Lucky Pants (Damage With Abilities Grants Increased Accuracy and Bonus Damage) (Bonus is based off damage amount) (Lowest damage grants least amount of bonus)
Hallowfire Heart (Abilities Regen Faster) (Even Faster If Super is Charged)
Phoenix Cradle (Elemental Effects Last Longer) (Allies Who Are Nearby or Pass Through Class Ability Are Granted Effects)
Peacekeepers (Reloads Stowed Weapons And Allows Them To Be Ready Instantly) (Improves Handling and Movement With Equipped Weapon)
MK. 44 Stand Asides (Grants Overshield When Sprinting) (Grants Energy To All Abilities When One Ability Is Used) (Amount of Energy Is Based Off Damage Received)
Actium War Rig (Steadily Reloads A Portion Of All Weapons From Reserves) (Kills With Stowed Weapons Grant Ability Energy and Haste)
Stronghold (Shots Blocked Or Overshield Drained Immediately Will Heal You Upon Kills)
Kherpri’s Horn (Kills Recharge Barricade) (Barricade summons elemental effect when activated) (Kills With Barricade Enhances Supers)
Doom Fang Pauldron (Melee Kills Give Super Energy) (While Super is Active, Melee Kills Extends Super On Hits)
Kherpi’s Sting (Full Melee Kills Drop Smoke Bomb) (Melee does increased damage via elemental effects)
Ashen Wake (Grenade Kills Explode On Impact And Increase Throw Speed) (Final Blows Grant Ability Energy And Weapon Haste For A Short Time)
Stormdancer’s Brace (Arc kills ramp up damage for super and abilities) (Reference include Swashbuckler and Adrenaline Junkie)
Promethium Spur (Defeating Combatants With Super Creates A Random Healing And Empowering Orb At Targets Location) (Solar Kills Grant Rift Energy) (When Rift is full, Kills Within Rift Creates Empowering and Healing Rift At Player’s Location)
Geomag Stabilizers (Super Kills Create Multi-Explosions) (Explosion Kills Grant Explosive Damage To All Weapons For Short Period of Time)
Chromatic Fire (Kills Grants A Combination Explosion Consisting of All Light/Dark Elementals) (Surviving Players Experience Elemental Effect Subject To Their Subclass) (Effects Last For 1 Sec) (Stasis/Void Would Be Slow/Suppression)
Mantle of Battle Harmony (Gains Different Energy Regen Based Off of Kill Type or Elemental Burn) (When Super Is Full, Kills Drop Orbs of Power Which Boosts Your Elemental Damage Output From Kill Type) (Reference Include: Volatile, Solar Burn, Chaining and Slow)
Wings of Sacred Dawn (Grants Icarus Dash or Heat Rises To Any Subclass) (Aiming Weapons While You Are Suspended Improves Airborne Accuracy, Reduce Incoming Flinch and Grants Damage Resistance For A Short Time) (Damaging Opponents Extend Duration).
This post has already become too long.
I am be surprised if anybody reads it.
Didn’t get to mention all the exotics but I can add ideas for them if asked.
English
#destiny2
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3 RepliesThe problem is that the lack of natural synergies is a feature. They actively work to avoid such synergies and prevent game play from being too fun or build based. For instance the suppression caused by bombardier is not "normal" suppression. There for it can't shut down supers, can't trigger suppressive darkness. And it's intentional. If bombardiers worked with suppressive darkness the hunter would finally be a useful team member by being a weakening machine between grenades, smoke bomb and bombardiers and bungie said "can't have that"
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2 RepliesTbh I like all of these ideas
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5 RepliesYes I must admit, I use Lucky Pants but I rarely use a HC that matches my subclass, so I’ll never have the damage buff - only increased target acquisition. Would be much better if the exotic’s perks weren’t locked to my subclass.
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2 RepliesContraverse holds, even before void 3.0, were and still are absolutely cracked. I used them with overcharged vortex grenades in master VoG while 15 light under to spawn kill everything in gatekeeper challenge back when it released. Now with vortex grenades being the way they are and the ability to proc devour on every grenade kill, contraverse holds are insane.
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1 ReplyHoly -blam!-. How long did you spend on this?
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Look, I respect the amount of effort put into this. A lot of exotics need help. I’m going to try not to roast this too hard, as yes I did read all of it and understand 99% of it. Here we go. Long story short: most of these would either succ or break the game. There’s very few examples of changes I’d be happy with in here, Winter’s Guile, Wormgod’s caress, Eternal Warrior and Doom Fangs being really the only exceptions. I’m going to go out on a limb here and assume that most of these were coming from a PvP mindset. The vast majority of these would end up broken in PvE/Gambit. First up are the exotics that require the powered melee to start. You said to just require melee kills. There is only one of these exotics currently in the game: Sunbracers, and they’d be broken. Crown of Tempests: so basically Arc Nezarec’s… no thanks. It’s a really solid exotic right now that grants a lot of energy and super duration for just being a Stormcaller w crowd control. The Stag: this change is passable but seems unnecessary to me. This seems oddly PvE oriented, but imagine a Stag warlock sitting in a rift getting a free chunk of health when their critically wounded. Not fun. Astrocyte: Blink should be very limited in how it’s applied. It also only makes sense on 2-3 subclasses in the game: Voidwalker, Stormcaller, and maybe Arcstrider… Verity’s is already on of the strongest exotics in the game. Very easy requirement, helps the team out, and can reward you with very big damage. A 5x verity’s + overcharged void Grenade and debuff can deal the same damage as a cataclysm nova at base. Dawn Chorus is a seemingly simple exotic that serves to chain more explosions. This seems like a PvP overhaul that would mean crazy uptime on an already very strong melee ability. Winter’s Guile and Wormgod caress. Very good change. A little basic (I was hoping, “change winters guile to slow enemies w the melee instead and stasis weapons kills increasing the strength of that”) Severance enclosure: the explosion damage is extremely powerful and pairs very well with how fast some Titan melees come back… adding it affecting All abilities and increasing dmaage on an explosion that already does 150… Verper of Radius: I’m being a bit unfair. I always hoped that they’d make it so enemies take constant damage when standing in a rift or well with you… Not terrible imo Icefall: already beautiful as is. This change doesn’t fit the theme of the exotic and makes it very generic and bland… Bombardiers: already very strong with their after effects. Not a terrible idea, but not really needed either. Sanguine: I do hope they change it back to what it was unless they add huge rift support in Arc or Solar 3.0. Devour on cast isn’t needed… maybe just some bonus damage on marked enemies in PvE. Bakris: Just no… Tricksleeves: also no… Free damage is not something we should be giving out to any weapon type. Especially not the 50% damage buff the tricksleeves give. Lucky Pants: they’re great how they are right now. Phoenix Cradle: it’s already great how it is now. Peacekeepers: definitely not. This would be cancer. Stand Asides: to easy to get overshield. Change the ability energy to “on shoulder charge kill” and you’ve got a decent change. Actium War Rig: no thanks… don’t think this was thought through. Stronghold: all the exotic needs is “well timed blocks instantly refill sword energy.” Khepri’s Horn: I don’t get the enhance super part… Khepri’s Sting: the exotic just needs “while on a void subclass, crouching for a short duration grants invisibility.” Ashen Wake: the exotic is already great as is. Just maybe needs a bit more energy on killing PvE minors. Stormdancer’s brace: is already one of the best super-based exotics. Needs no changes other than maybe a little neutral game buff. Promethium Spur: I couldn’t follow this one. Geomags: Explosions just don’t really fit the tree. If you were going for a super redesign exotic, I’d go for something like celestial where it condenses the entire super into a single shot. Chromatic Fire: too much going on, I think this would break people’s consoles. Mantle of Battle Harmony: Orbs for free on every kill is broken. The exotic is great as-is. Wings of Sacred Dawn: we don’t need more Icarus dash going on, plus the controls mess up with Phoenix dive there too. Shards of Galanor: not too bad, but making it a roaming super is very bland. Skull: also not too bad but just as bland. All in all, not terrible but a lot of these need to go back to the drawing board. I’m also very upset you didn’t include the worst exotic in the game: Apotheosis Veil…
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1 ReplyMy man’s really said to give every weapon in the game autoloading and quickdraw but only for Titans