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Destiny 2

Discuss all things Destiny 2.
2/29/2020 11:43:55 PM
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New Weapon Mods, Weapon Perks, Exotic, Legendary, and RARE Weapon Concepts

Let me get a few things out of the way before I go into the mods, perks, and weapon concepts. I believe Bungie is missing out on showcasing their perks by not making rare weapons with these newer perks like Osmosis, and lead from gold. Granted most people will not use these weapons in most activities because the legendary weapon drops are that much better than rare drops, but the loot pool for rare weapons are pretty shallow now because of this, and they could change a few things on the appearance of the legendary we have currently for some of the older weapons with and newer ones in the future to keep the pool and the at somewhat previous depths. This isn't so much as a nerf to the loot pool as it is a buff in the overall economy and experience of the game. Now for the new weapon mod concepts. We have things that buff the way our weapons handle (not talking about the handling stat) in D2 like Target Adjuster, back up mag etc, and some things that buff our damage to specific PvE enemies, but nothing that buffs general stats, and most of the are meant for PvE and not PvP. And some that could be used in PvP are artifact mods, these wouldn't be. And there isn't much in the name of rarity, so these will have some Rare and some Exotic mods. Exotic Mods you can only equip them on one (1) fire arm and costs alot of glimmer and a few legendary shards to equip, and you have to unequip those mods manually which is going to cost you, but much less. So here is a list of weapon mod concepts and how they would work: • High impact rounds legendary weapon mod. (Kenetic Only) "Loads magazine with higher impacting rounds" [Adds 5-15 points to impact, depending on the fire rate] (The slower it fires the more impact it gets) • Extra Trait exotic weapon mod. (only weapons that have 3 or more trait perks) "Gives you an extra trait to pick. It doesn't stack well." (Perks that are similar like outlaw and feeding frenzy and multi kill clip and swashbuckler will be halved and then added together) • Lone Wolf exotic weapon mod. "Being alone gives you more with less with this weapon" (When allies are outside of your radar, you will do a much higher [30% or better] weapon damage, but reduces the chance of ammo drops by a small amount [up to 15%].) • Survivor exotic weapon mod. "They might be down and out, but that doesn't mean you have to be." (When you're the last one alive this gives you a slight decrease on incoming damage [up to 5%], slightly increases damage [up to 5%], and greatly improves their revive speed [you reviving them] and buffs revive shields by you for you and your allies [by 15% or better]. The weapon doesn't have to be out.) • Highly Polished Reciever legendary weapon mod. "Increases fire rate, slightly reducing recoil" (Improves fire rate by 10%, and adds 5 points to recoil direction, more points you have the less recoil) • Improved Harmonics legendary weapon mod. (Precision weapons only) "Variably reduces recoil based on fire rate." (For LINEAR Fusion rifles only, the faster the better, adds up to 50 points to recoil direction. The slower the fire rate, with all other, the better; by up to 20 points.) Now it's time for new weapon perks concepts. There isn't as many as weapon mods. Here is what they are: -Magazine and Batteries; • Dual Magazine "Reloads super fast after the first magazine is empty, but a standard reload for the 2nd magazine or magazines not empty" • Hollow Point Rounds "Causes a great amount of flinch and knocks back enemies but greatly increases bullet deviation." •Match Rounds "Slightly increases accuracy and range. Increases Precision Damage. Increase Recoil" • Super Capacitor Enhanced Batteries "Greatly increases every 2nd shot speed, for a short time; but consumes 2 shots on every other shot." (Fires once, 2 shots consumed; fires second in up to half the time, 1 shot consumed. This doesn't effect the damage of the weapon) - Traits; • One Shot Kill Clip (Precision weapons only) "Greatly improves critical damage after 1 shot finishers, and then reloading . Stacks up to 3 times." (Plus 25% per stack [P=Precision Damage; X=Stacks; F=Damage sum after stacks: F=P(0.25X)+P].) • Center Mass (Scatter weapons only) "Slightly increases damage on a single enemy for every round landed on non-precision areas" [2% increase per shot landed, missing, changing targets, and reloading resets the stacks. Damage is calculated on shots that connect. Shotguns with pellets count the total of non-precision pellet hits and adds the 2% per pellet and resets after every shell.] Barrels and sights Silenced Barrel "Greatly Reduces Range. Slightly reduces handling speed. Greatly improves stability and recoil direction. Reduces detection from firing the weapon [PvP it's radar detection, can still hear the direction]." [Reduces weapon firing sound by 50%] Now the legendary/exotic weapon concepts with a few with unique perks. "Army Issue" Legendary Kinetic Adaptive Frame Auto Rifle. Unique perk "Charge" replaces melee with a bayonet stab, sprinting after a short time activates "Charge" where it lunges forward and triples the melee damage, recharge is based on strength. "Big Game" Exotic Power Single shot Sniper Rifle BIG PRAY "Fires a super high impact slug that explodes with elemental damage that burns," Full Bore, RIGHT ROUND "Hold the reload button to cycle elements," One Shot Kill Clip "Tactical Headlamp" Exotic Kinetic Trace Rifle High Intensity Beam "Fires pure light energy at enemies that ignores shields. Deals way more damage in darkness." "Beginner's Luck" Legendary Kinetic Rapid Fire Frame Handcannon Arrowhead Brake, Extended Mag, Outlaw, Multikill Clip "Squad-up" Legendary Power Precision Frame Machine Gun (Random rolls) "The Screams" Exotic Machine Gun (high impact frame) "Chain Gun Fun" "The Longer you hold the trigger the faster it fires. [Maxes at 1k RPM) ADS with this weapon cause it to spin up." Full Bore, "Endless Belt" "Fires endlessly without reloading until reserve run dry" Combat Grip Again these are just concepts, but adding them to the core loot system would be awesome. Lol

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  • In my opinion mods are just tedious. I respect your effort and ideas however

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    • I like some of these ideas but mods should not trade weapon traits. I definitely think there should be general mods for reload, range and stability.

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      • here are my ideas for exotic weapons and mods [i]Exotic Weapons[/i] [b]Between realities[/b] (exotic special grenade launcher) Trans dimensional: This weapon holds 2 in the magazine firing this weapon creates rips in reality (you need 2 grenades they make a portal to eachother) [b]Malicious[/b] (exotic 55rpm shotgun) In The Deep: this weapon fires malice at enemies that stick to surfaces deals less damage to taken [b]The Whirlwind[/b] (exotic 1000-5000 charge time fusion rifle) Will of the machine: This weapon fires missiles the longer you charge it the more missiles it will shoot. [i]Exotic Armour[/i] [b]Strikers Blow[/b] (Titan arm piece) One Fell Swoop: when activating your striker super you will concentrate all damage to the initial slam [b]Sunsingers caress[/b] (Warlock chest piece) Resurrection: Dying while having your solar super charged allows you to Resurrect yourself wasting your super [b]Gifted boots[/b] (hunter leg piece) From one to another: You can blink by pressing the jump button [i]Armour Mods[/i] Sword Logic: Killing a hive enemy grants 10% damage resistance for 10 seconds Thieves Light: Killing a fallen enemy grants 10% damage resistance for 10 seconds Anomoly: Killing a vex enemy grants 10% damage resistance for 10 seconds Taken Surge: Killing a taken enemy grants 10% damage resistance for 10 seconds Stolen Defense: Killing a cabal enemy grants 10% damage resistence for 10 seconds Im not adding scorn though Close Combat (arc arm mod): melee kills regenerate melee abilities [i]Weapon Mods[/i] Battle Runner: kills increase mobility by 40% for 4 seconds (this was a perk in d1) Battle Forte: Kills grant an overshield representing by 5% of your heath for 4 seconds Battle Wounds: Kills with this weapon grant 5% of your shield and health Thats all i got

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