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9/16/2016 7:26:22 PM
18

The Titanic Issue...

....of many Titan exotics (or in general). Quick background I'm planning of doing a Warlock and Hunter version of some exotic buff ideas that might end up being great. I feel that Titan exotic armors are both lacking in power and utility in many areas as opposed to the power of other class exotics such as the Knucklehead Radar etc. I know we have viable options but I feel that three or four out of 14 is a terrible ratio to being PvP/PvE viable. [b]Crest of Alpha Lupi[/b] [spoiler]I think it should stay as it is. There is nothing wrong with being a PvP centric exotic.[/spoiler] [b]ACD/0 Feedback Fence[/b] [spoiler]Provides bonus recovery upon being hit with melee. Also increases weapon handling/reload for 15 seconds after being struck with melee.[/spoiler] [b]Eternal Warrior[/b] [spoiler]Grants noticeable boosts to agility upon gaining super. Also unlocks striker node Aftermath.[/spoiler] [b]The Glasshouse[/b] [spoiler]Allies under the effects of you Blessings gain the passives of your Force Barrier. Allies under the effects of your Weapons gain quicker super/melee/grenade recharge rate. This effect excludes you.[/spoiler] [b]Peregrine Greaves[/b] [spoiler]Confirming a kill in the air with shoulder charge grants extra bouses to lift capabilities.[/spoiler] [b]The Insurmountable Skullfort[/b] [spoiler]Grants all secondary weapons Kneepads and Surrounded.[/spoiler] [b]The Armamentarium[/b] [spoiler]Stays as is. Very powerful in PvP and PvE. If I had it my way it would be to add a passive that made all AoE grenades last longer.[/spoiler] [b]Twilight Garrison[/b] [spoiler]Kept as is but make it usable while on the ground as well.[/spoiler] [b]Immolation Fists[/b] [spoiler]Unlocks Sunbreaker node Cauterize.[/spoiler] [b]Ruin Wings[/b] [spoiler]Picking up heavy ammo automatically reloads heavy weapon. Decreases self-damage from heavy weapons.[/spoiler] [b]Helm of St. 14[/b] [spoiler]Stays as is. This thing is a beast already.[/spoiler] [b]The Taikonaut[/b] [spoiler]Maintains current buffs but also now grants Mulligan and Final Round to all launcher.[/spoiler] [b]Empryean Bellicose[/b] [spoiler]Greatly improved Catapult capabilities. Grants +4 recovery while in the air.[/spoiler] [b]Mk. 44 Stand Asides[/b] [spoiler]Kept as is. For now I have no clue how to fix them because of the Striker nerfs.[/spoiler] [b]Helm of Inmost Light[/b] [spoiler]Removes self-damage from all abilities. Removes casting animations for all supers. Think instant explosion Fist of Havoc[/spoiler] [b]No Backup Plans[/b] [spoiler]Kept as is.[/spoiler] Sorry if I messed up any bolding or spoilers. I'm on mobile and haven't made a detailed post like this in a while.

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  • My comments on your suggestions (if I didn't comment on one you can assume agreement): [quote][b]ACD/0 Feedback Fence[/b] Provides bonus recovery upon being hit with melee. Also increases weapon handling/reload for 15 seconds after being struck with melee.[/quote] One or the other. Not both. [quote][b]Eternal Warrior[/b] Grants noticeable boosts to agility upon gaining super. Also unlocks striker node Aftermath.[/quote] I think all this one really needs to do is grant three bonus points of armor, like The Ram. These should not stack with the two additional points you gain if you take the Headstrong talent in the grid. As well, they need to fix the stat bars so they show bonuses gained from weapons and armor. [quote][b]The Glasshouse[/b] Allies under the effects of you Blessings gain the passives of your Force Barrier. Allies under the effects of your Weapons gain quicker super/melee/grenade recharge rate. This effect excludes you.[/quote] This is fine as is. There's nothing wrong with a PvE exotic either. [quote][b]Peregrine Greaves[/b] Confirming a kill in the air with shoulder charge grants extra bouses to lift capabilities.[/quote] This is probably fine as is too. If they were to do anything they should have it extend Shoulder Charge duration like the Stand Asides do. Particularly after the recent nerf, that perk does not make an exotic by itself. [quote][b]The Insurmountable Skullfort[/b] Grants all secondary weapons Kneepads and Surrounded.[/quote] Surrounded is a terrible perk. The Skullfort should grant Transfusion. I'm not sure how the "Improved Transfusion" was any better than regular Transfusion anyway, not to mention it didn't work with Shoulder Charge. Probably why they had to add the additional melee charge when they moved to Y2. [quote][b]Twilight Garrison[/b] Kept as is but make it usable while on the ground as well.[/quote] The only change Twilight Garrison really needs is to accept shaders. [quote][b]Immolation Fists[/b] Unlocks Sunbreaker node Cauterize.[/quote] I was going to disagree, but you know what? If Nightstalkers get Shadestep free from Graviton Forfeit, I think this sounds fair. [quote][b]The Taikonaut[/b] Maintains current buffs but also now grants Mulligan and Final Round to all launcher.[/quote] Mulligan on a rocket launcher would be a bit ridiculous. That said, I have no idea what to do with this one, but they need to do something. Maybe some bonus for rocket launcher kills? [quote][b]Empryean Bellicose[/b] Greatly improved Catapult capabilities. Grants +4 recovery while in the air.[/quote] I like the Catapult part. The extra recovery seems a bit much. I wouldn't mind seeing the Sunsinger's Angel of Light talent offer a similar buff to Glide. [quote][b]Mk. 44 Stand Asides[/b] Kept as is. For now I have no clue how to fix them because of the Striker nerfs.[/quote] I got nothing either. What they originally did has been badly neutered, though, so they definitely need an additional effect. [quote][b]Helm of Inmost Light[/b] Removes self-damage from all abilities. Removes casting animations for all supers. Think instant explosion Fist of Havoc[/quote] What they need to do isn't to change the exotic. They need to change the Headstrong perk granted by the exotic to be a bit more generally useful.

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