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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
Bearbeitet von J0R63_01: 9/14/2022 6:23:36 PM
1

I would love to see a "Exotic Armor" 3.0

I think it comes as no surprise to anyone that we have [b]37 exotic pieces[/b] per class, of which approximately 20% are used (and I'm sure that percentage is much lower). I think that after the rework of all the subclasses to the new 3.0 system it is time to give way to the exotics. Exotics are pieces of equipment [b]around which you should configure your build[/b] and for that to happen they must be interesting and above all provide interesting [b]synergies[/b]. I have decided to write in the forum after seeing the lamentable state of most of the exotic armors in the game, which have a lot of potential and are totally wasted. This is going to be a guide of how I would like to modify the armors if this would be done someday, so I have chosen 3 exotic pieces (one per class) which I think are not even used by 1% of the player base (I want to emphasize the fact that I will focus on maintaining the original identity of the exotic while trying to mix keywords in some cases of different subclasses to get very competitive synergies without breaking the meta, also will be very focused on pve, the balance in pvp I will leave aside): [b]- Apotheosis Veil (Warlocks)[/b]: This exotic has been a joke since Crota's time in destiny 1 (I miss that times). Currently this piece of armor heals you completely and regenerates all your skills instantly upon activation of your super, it also increases a little bit the class skill regeneration of your close allies. Needless to say that it is totally useless and was already outdated years ago in Destiny 1, I can think of very few situations where the fact of healing you by activating your super is an interesting proposition, let alone the effect of skill recharge. My proposal is the following "Apotheosis Veil: By activating your super you and the allies that are in a wide area around you regenerate full life and all gain the effect of devour. Also the wielder of this exotic will see his devour effects improved (in addition to the grenade and life regen on kill the warlock receives 5% super per kill, this translates to 20 kills for a full super while under the effects of devour, considering how weak both supers of the void warlock are this would bring versatility in exchange for the low performance)". The idea of this change is to maintain the identity of the exotic, its effects are still linked to the fact of activating the super and also keeps the original healing effect but greatly improved allowing to mix keywords between subclasses, ie, you have a fellow warlock with this helmet and activates his super, now you who are solar hunter can continue playing with your build in addition to having the effect of devour on top, just amazing. [b]-Mask of the quiet one (Titans)[/b]: We are facing another exotic with an incredible potential that has been completely forgotten and surpassed by many other exotic armors and above all keywords. The mask of the silent one bases its identity on the need to be critically wounded to activate its effects and I will focus my rework around it, even so I will introduce a new term, the moment when your character loses his shield is called to be critically wounded but I want to name another term that is to be at death's door (to be at 1 hp). "Mask of the silent: When you are at death's door you will instantly generate an overshield of 200 hp (it would be like having two life bars) in addition to gaining the effects of devour." The synergy of this rework lies in the fact that being at the gates of death would basically be as if you were resurrected with full life (the overshield) but in addition to gaining the effects of devouring to kill a single enemy you would be placed with a shield of 200 plus another 200 base life. The void overshield would have a 10 sec timer that would reset when killing an enemy (like the devour effect), however, you can't regenerate the shield with a barricade (balance issues) when enemies destroy the shield timer disappears and effect can be activated again with 10 sec more cooldown. This exotic will grant you two keywords of the void 3.0 subclass with their corresponding synergies with aspects (devour and void overshield). [b]-Blight Ranger (Hunters)[/b]: I don't have to comment on this exotic because the entire community would agree that it seems like a joke. I have taken more liberties and creativity when reworking this armor piece but if you stop to think about what it implies you will see the great potential it would have. "Blight Ranger: Equipping this exotic allows the use of both arc supers by pressing different commands (for example, normal press to activate arc staff and long press to activate gathering storm). Activating arc staff and defeating enemies or blocking damage will accumulate bonus damage (up to a maximum of 100%, i.e. double) to your next Gathering Storm cast." This rework would be just sick, it would be the first exotic to allow you to choose which of the two supers you want to activate and also when using the arc staff to defeat enemies (for example in the phase before damaging a raid boss) you have the certainty of that your next Gathering Storm cast will do double damage (it would be like casting TWO supers in a single damage phase). This exotic doesn't use keywords, but the concept is so good in itself that I don't think it's necessary. This is an idea of ​​how I would like bungie to handle a supposed rework of exotics, tell me what you think in the comments and if you have any interesting ideas post them and hopefully bungie will take note.

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