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#feedback

Edited by GeorgetheWarlock: 11/22/2016 12:35:20 AM
1

Titan exotics that needs a buff

Even though there are a lot of exotics in the game, only some are used while the others are forgotten. I'd like to adress them. Before I start I start I just want to ask how bungie thinks when designing exotics for titans. Some of the exotics for titans are flawed because they are desinged like this (first scene) [url]https://www.youtube.com/watch?v=bR_Yqn1D00w[/url]. Bungie please stop this, we had enough. Another thing I would like to add is that all exotics need to change color with shaders. Bungie, please make this a thing. (Even strike gear). 1:[u]Empyrean Bellicose[/u]: Antigrav Thrusters (Aiming weapons while in the air will hold you in place for a short time, and Orbs collected while your Super is full will recharge your melee ability.) I like this exotic but my problem isn't what it provides, my problem is what the perk does. The perk can be used to get good air scopes (if you're good enough) and is good to throw people off meaning you could finish someone off in the air with a fusion rifle shot or a shotgun. The problem for me is the use of primaries for it. I was using it in a strike once and I noticed that it's a lot harder to get accurate shots with this helmet. When I decided to stop flying everywhere, it was a lot easier to get kills. This shouldn't be a thing because it makes using this helmet along with a primary usless. Another thing is the duration of how long you're in the air. Let's say you're using a fusion rifle with the longest charge time in the world and you want to kill someone while you're in the air. If you spend half of a second aiming then you're screwed. Just add an extra five seconds (which would make it last 8 seconds in the air). The final change I would like to see is that it grants the perk icarus (Improved accuracy while airborne) for all weapons because you are going to be in the air a lot if you're using this perk. (BTW these changes should be applied to the warlock sunsinger perk Angel of Light which is basicly the same thing as Antigrav Thrusters). 2:[u]ACD/0 Feedback Fence[/u]: Wrath Conductors (Taking damage from a melee attack deals damage in an area around you.) This perk isn't bad but it could use some improvement. First, the damage. The amount of damage is barely anything. I know you can get a crap ton of kills in pve but in pvp, it's a different story. The only way to use it to it's full potential is buy using a stricker titan with Juggernaut. It's very good with that loadout but for that loadout to be the only good loadout is very limiting. A little bit of a damage increase wouldn't hurt. Another thing that could be added is an Discharge effect (Hits with Fist deal area of effect damage around the target) for all subclasses, that way it can fit the role as an aoe melee exotic. 3:[u]An Insurmountable Skullfort[/u]: Improved Transfusion (Kills with Storm Fist immediately trigger health regeneration. Respawn with full melee energy. Gain a second melee charge.) This exotic could be so useful if the perk was constant, so what should happen is that the part where it says (Storm Fist) should be replaced with (Melee). That way a nomal melee kill would give you back health. Anoter buff which would change the exotic would be to make it give extra range on a charged melee.(Same distance as a stormcaller). 4:[u]The Glasshouse[/u]: Bathed in Light (Blessing of Light and Weapons of Light last longer.) The concept of not needing to go back to your bubble is a good concept but the glasshouse needs to achive it a bit more. First change would be to unlock Illuminated (Increases the benefits granted by Blessing of Light and Weapons of Light.) The next change which I would love to see is that anytime you get a kill while buffed by the bubble, your timer resets. So if you're buffed with blessing of light and you get a kill, the timer resets and gives you back your shild as if you just came out. Same thing would go for weapons of light. 5:[u]Thagomizers[/u] One-Two Punch (Unlocks the Striker subclass node Amplify for free. You gain an additional melee charge.) I'm not saying these exotics are bad, there's just some room for improvement. An addition to the exotic perk is that melee hits reloads the weapons you have equipped. 6:[u]Immolation Fists[/u]: Accelerant (Unlocks the Sunbreaker subclass node Explosive Pyre for free. Enemies brought down by your hammer explode, chaining fiery Solar damage to other enemies.) The problem is that the perk doesn't work. Sometimes people explode, other times they disinegrate. I don't know if there's a timer but kills with a hammer while having these things equipped need to explode 100% of the time. Another fix could be to change the perk so that solar ability kills causes enemies to explode. so if you kill someoe with a genade, they will explode. Same goes for melee kills. If the enemy is burning, they turn into a ticking time bomb. This will still work with hammers. 7:[u]Eternal Warrior[/u]: Resolute (Gain Unstoppable for Fist of Havoc.) Unstoppable isn't a good perk to have so I don't know why putting it on an exotic makes it any better. This fits the family guy video. A good addition to this exotic would be to make unstoppable make you (unstoppable) through your whole super (all the way until you ready your weapon). Another addition would be to provide unflinching to all weapons (this perk will have to be buffed) and provide Transfusion (Kills with Storm Fist or Shoulder Charge immediately trigger health regeneration) 8:[u]No Backup Plans[/u]: Force Multiplier (Shotgun kills trigger Force Barrier and Force Barrier's duration is increased.) These are a good pair of exotics but the problem is that you need to use a shotgun in order to use it. Replace shotgun kills with special weapon kills and provide bonus agility while force barrier is active. 9:[u]Twilight Garrison[/u]: Tactical Air Support (Press crouch twice while airborne to evade.) Unnerf it. That nerf was not needed so take it away.

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