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1/13/2023 11:16:56 PM
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can we make osteo striga overload?

similar to le monarque only smg i would use for overload, rest are bad

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  • Edited by 歪?: 1/14/2023 8:23:23 PM
    Not just Osteo Striga. Most primary exotic weapons are toooooooooooooooooooo weak in PvE. I think every primary exotic weapon deserve a buff of intrinsic anti-champion mod. Some raid primary exotics even should be able to against more than one kind (They are much harder to collect, they ought to be more powerful than other exotics). Bungie should give us a strong reason to use primary exotics in PvE activities, not just let them be white elephants.

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    • No. That gun is trash. It’s like Darci. An exotic just forgotten

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    • Sounds alright, but why not have champion mods already, without it being seasonal. Hell, possibly add old seasonal mods as a "perminant" mod option, example? old fusion rifle weakening mod from Season of Lost.

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      • It blows my mind how most of you struggle with champions.

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        • Osteo is king without it, and yeah we've had it for several seasons as an Artifact mod. I don't see it needing it standard imo. Yeah sure it would be nice but then it'd be the only SMG people are ever gonna use. Make all exotic SMG's have it then. Hell give every exotic weapon an intrinsic champion mod then. Monarque is nice with it but I would've preferred Anti Barrier on it :D

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        • It is. It's called Overload SMG/Auto Rifle and we have had it for 3 seasons already.

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          • My vote is unstoppable for this weapon

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            • Calm down guy. Don’t give away our future Seasonal content.

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            • You mean the gun that doesn't even require aiming? Why don't you just watch an action movie, hold a controller and randomly push a button?

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              • Edited by mja calg: 1/15/2023 7:23:02 PM
                My problem with giving any weapon an intrinsic permanent mod is you can't use it with any other mod afterwards. This season I was thinking La Monarque would be good for Barrier enemies, especially the poison effect. Nope, because it has an intrinsic Overload mod, which overrides any other mod. Same with Leviathan's Breath and other exotics. If Bungle ever allows multiple mod effects applied to exotics, then great. But otherwise, we lose another weapon for mods. Edit: After thinking about it, I wonder if this might be a weak work around solution. Bungle will never allow two mods on a weapon, but what if you equip a Mod, that mod overrides the intrinsic properties of a weapon? For example, if you put a Bow Anti-Barrier Piercing mod on your arms, this will overides La Monarque's intrinsic Overload mod and now it's Anti-Barrier Piercing. Remove the mod from your arm and it's back to Overload. It might not be good if your using multiple weapons of the same type, but at least it would allow us to use Intrinsic weapons with different mods. What Bungle would need to do is warn people if they have a mod on that overrides an intrinsic property when they change mods or weapons. Thoughts anyone?

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                • I'm actually bummed that they made LeMona overload. I liked it when we hand antibarrier bow, that'll never be a thing again.

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                  • wait, it doesn't overload with the mod? real question.

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                    • Osteo is powerful enough already. There is 0% chance of a buff!

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                      • Edited by Guardian,Archon Of Light: 1/14/2023 3:50:19 AM
                        Sure, has long has DMT gets barrier

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