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Edited by Aurik Kal Durin: 3/28/2015 3:41:58 AM
115

How to fix all Exotic weapons!!! (Necrochasm, Hard Light, NLB, and more!)

Yes, I like these suggestions!

305

Yes, I like SOME of these suggestions...

661

No, I don't like these suggestions.

132

Even after that big Exotic buff, a lot of Exotic weapons still aren't worth the Exotic slot; some are just useless (No Land Beyond), others are simply inferior to every other weapon in the category (Dragon's Breath, Hard Light, Super Good Advice), while some are seriously underpowered considering the effort required to obtain them (Necrochasm). I think I know how all of these weapons can be fixed, and what can be done to fix them. It's time for a new Exotic buff; and this is what it should contain. [quote][b][u]EDIT[/u]: [/b]Since some close-minded folks keep saying that only Raid primaries have elemental damage, let me point out [b]Fate of All Fools[/b]; an Exotic Scout Rifle obtained through an Exotic Bounty completed mainly by playing the Crucible. [b]Just because it's not a Raid weapon, doesn't mean it can't have elemental damage[/b].[/quote] [i][b]1. Necrochasm[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable endgame weapon not worth the effort to obtain. Cursebringer perk is inconsistent and has too small a blast radius to be useful. Magazine is too small for this archetype of weapon.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add ability to switch between [b]Arc[/b] and [b]Solar[/b] damage. -[b]Arc[/b] damage provides highest possible fire-rate, lowest possible impact. 60 round magazine. -[b]Solar[/b] damage provides much higher impact with lower fire rate. 32 round Magazine. -[b]Cursebringer[/b] now triggers Cursed Thrall explosions 100% of the time. -Increased blast radius of Cursed Thrall explosions. -Replace [b]"Cascade"[/b] perk with [b]"Persistence"[/b] perk. -Replace [b]"Fitted Stock"[/b] perk with [b]"Perfect Balance"[/b] perk.[/i] [quote]Adding the ability to switch between Arc and Solar damage (like Murmur) would make this weapon more unique as an endgame Exotic; it would also allow you to switch between the "Doctor Nope" archetype (highest RoF, lowest Impact) and the "Shadow Price" archetype (high Impact, low RoF). The magazine size for the high RoF Arc damage perk would also be increased to 60, over the previous 42; while trading for the higher-impact, slower rate-of-fire Solar damage would knock the magazine down to 32 (7 more round than Shadow Price). In addition, you'd get some better perks; Persistence and Perfect Balance would give you a lot more accuracy with either Solar or Arc damage. Cursebringer would get a boost to it's blast radius, and would trigger explosions with every precision kill, like Firefly.[/quote] [i][b]2. Hard Light[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable as an Exotic. Volatile Light perk is completely useless. Outclassed by most other Exotic auto-rifles.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add [b]Arc[/b] damage. -Remove ricochet effect from [b]Volatile Light[/b]. -[b]Volatile Light[/b] now replenishes more Super energy with every kill. -Replace [b]"Glass Half-Full"[/b] perk with [b]"Crowd Control"[/b] perk.[/i] [quote]The ricochet effect from Volatile Light was never of any real use, and in my opinion, it was really annoying having bullets bounce right back at my face. Now, you would have Arc damage... making this gun more useful against the Fallen or in Nightfall strikes where Arc Burn is active (and also caters to the weapons aesthetics, as it appears to fire Arc rounds), and you would get the same bonus as with Bad Juju; more super energy with each kill, making this an equally good choice for PvE. Since the Glass Half-Full perk was badly hit by the last auto-rifle nerf, it would be replaced by Crowd Control; combined with the increased Super recharge, this could be even greater for PvE, while also giving it a small buff in PvP for those who are skilled with this weapon.[/quote] [i][b]3. No Land Beyond[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Completely useless. Bolt-action animation is too slow. Has scope glare even though it has iron-sights. Not enough reserve ammo. Mulligan perk is useless. Only has Kinetic damage.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add [b]Solar[/b] damage. -Increased reserve ammo capacity to 48 (was 12) -Increased speed of bolt-action animation. -Removed scope glare. -Replaced [b]"Mulligan"[/b] perk with [b]"Surplus"[/b] perk.[/i] [quote]With quadruple reserve ammo and the Surplus perk, this gun would be much more ammo-efficient, especially in PvE. Solar damage would also make it a more practical choice in PvE. No scope glare would allow you to more easily surprise enemies in the Crucible if you decide to make this your primary weapon... and with the bolt-action animation being faster, you wouldn't be so severely punished should you miss.[/quote] [i][b]4. Dragon's Breath[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Inferior to all other Exotic rocket launchers. No tracking of any kind. Pyromancer is underwhelming.[/i] [b]*[u]Suggested improvements[/u]:[/b] [i]-Solar Flares last longer and now slow enemies. -[b]"Pyromancer"[/b] perk now sets enemies on fire, dealing damage over time. -Added [b]"Grenades and Horseshoes"[/b] perk by default.[/i] [quote]Simple enough fix. Grenades and Horseshoes would not replace Tripod; it would be added as an extra perk, much like Primary Care on No Land Beyond or Full Auto on Invective. It also fits the aesthetic of the weapon better than Tracking, and is more useful in PvP. Adding the burn effect to Pyromancer might also make it more useful in PvE, dealing almost as much damage as Gjallarhorn... but over a longer period of time, while also slowing the target.[/quote] [i][b]5. Super Good Advice[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable for an Exotic. Inferior to most other Exotic and Legendary machine guns. Not a lot of good optional perks.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Added [b]"Surplus"[/b] by default. -Replaced [b]"Single-Point Sling"[/b] perk with [b]"Field Scout"[/b] perk. -[b]"Super Good Advice"[/b] perk now causes targets to explode with precision kills. [/i] [quote]Adding Field Scout and Surplus would bring this weapon up to par with Corrective Measure; easily one of the best Legendary machine guns out there. But you'd also have the added benefit to the Super Good Advice perk; it now produces the same effect as Firefly, in addition to giving back ammo for almost all missed shots. Should make it a much better choice for both PvE and PvP, and make an equal contender for Thunderlord.[/quote] [i][b]6. Universal Remote[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Not enough reserve ammo. Very impractical in PvE. Range is too short for a primary weapon. Only deals Kinetic damage. Does not live up to it's name.[/i] [b]*[u]Suggested improvements[/u]:[/b] [i]-Can now switch between [b]Solar[/b], [b]Arc[/b], and [b]Void[/b] damage. -[b]Solar [/b]damage provides higher impact. -[b]Arc[/b] damage provides higher fire rate. -[b]Void[/b] damage provides higher range. -Increased magazine capacity to 7 (was 5). -Increased maximum reserve ammo to 42 (was 25). -Replaced [b]"Lightweight"[/b] perk with [b]"Rapid Reload"[/b] perk. -Completely eliminated damage falloff at long range against alien enemies. -Significantly reduced the spread of Universal Remote's projectiles.[/i] [quote]This one needs the most improvements. The ability to switch between all 3 special damage types on the fly, plus the reduced spread, and the complete elimination of damage falloff against non-Guardian enemies would greatly improve this weapons effectiveness in PvE, making for a far more practical choice in weekly activities. Not much is need to improve it in PvP; the reduced spread, increased magazine size, and faster reload (if you choose "Rapid Reload") would be enough, I think.[/quote]

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