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#feedback

12/27/2014 1:32:07 AM
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Gubzs

Gubzs' Big-BIG List of Exotics to Fix

[b]Before I continue[/b]: I should state that these [i]are all my own personal opinions[/i]. I understand that there are people who might disagree with me. I only request that we keep this topic civil and informative. I look forward to hearing what you have to say. I will not be reviewing the PS exclusives as I am an Xbox user and have no accurate feel for them. Weapons that I do not believe need a change will also not be reviewed here. [b]BAD JUJU:[/b] Despite this weapon's previous buff, it still feels very underwhelming. However, this is very well countered by the weapons 'super' perk that gives you DOUBLE super energy for kills with the weapon. That said, I believe this weapon still sits at a point where it needs a very slight buff. [u]How to fix it:[/u] increase damage and reduce rate of fire, keeping the damage per second the same, but raising the damage per clip [u]Why:[/u] The weapon is awful against anything besides very minor and very easy enemies. Against Majors and Ultras, the special perk may as well not even exist at all. [b]HARD LIGHT[/b] The problem with this weapon is not that it doesn't feel or look exotic, but rather that it doesn't HIT like an exotic. The weapon's exotic perk is largely useless compared to many other weapons, and here's why:The ricochet perk does effectively nothing, as bullets only ricochet if they hit a HARD surface at 45 degrees or less (meaning you're off the mark by a ludicrous margin). In addition, legendary weapons can come with the bullet penetration perk and do not take up an exotic slot. [u]How to fix it[/u]: REWORK the special perk. Make rounds ricochet off of ANY surface at ANY angle, give the weapon a bonus to critical damage, any number of things.. It's simply not good. (I particularly like the first one, I'm thinking of a lot of really sick ricochet PvP plays. [u]Why:[/u] The weapon's stats, while good for an auto rifle with the appropriate perks selected, are not good enough to merit the exotic weapon title. [b]NECROCHASM[/b] Nobody has this gun yet! There are issues I see immediately upon inspection though. This is the [i]NEW MYTHOCLAST[/i], the [i]ULTIMATE ENDGAME PvE DREAM[/i], and yet I see very little about it that makes it worthy of 'hardest gun in the game to obtain'. First of all is the lack of any sort of ammo or ammo capacity perk: something that many PvE raiders find themselves in dire need of. Second is the attack value, which only reaches 331, when I feel that it should approach 350. I may be wrong about this gun when it is officially obtainable, but as it stands, I'm underwhelmed by it on paper. [u]How to fix it:[/u] Increase attack value, and add some sort of ammo perk. [u]Why:[/u] The ultimate endgame PvE weapon should not be nearly identical in damage output to another auto-rifle that can drop within the same raid. [u]Gubzs' is ignoring the "thrall explosion" perk...:[/u] That will not at all change your damage output on boss enemies such as crota, atheon, the templar, or ultra ogres...those are the times when your exotic PvE dps is needed, and why the icebreaker, gjallarhorn, and dragon's breath are so valuable to raiders. [b]NO LAND BEYOND[/b] This weapon is not as bad as everyone is claiming that it is. The ability to equip two sniper rifles should not be so easily overlooked. Between this gun and a secondary sniper rifle, your boss damage output for strikes, daily heroics, and even the raid go through the roof. It does have some IMMEDIATE and HUGE issues though. So here we go. [u]How to fix it:[/u] (1) Remove sniper-scope shine from this weapon in PvP (2) drastically reduce weapon sway when the player is walking (3) Increase the weapon's ammo capacity, this weapon currently holds 12 shots. 12. This is so bad that I have difficulty believing it isn't a bug (4) decrease the time it takes to pull the bolt, OR remove the need to reload the weapon, OR drastically increase impact [u]Why:[/u] (1) The weapon has no scope, therefore it makes no sense to have it shine. It is also far more difficult to aim as a result. (2) other snipers do not sway anywhere near as much, and yet they zoom in with many times superior integrity. (3) Most SECONDARY snipers hold more shots than this. This is a PRIMARY weapon, it should be reliable, as should it's ammunition supply, that is the entire purpose of a primary weapon. (4) It currently takes less time to just reload it than it does to let the bolt-pull animation go through. Continuing, due to difficulty hitting headshots, this weapon's damage output over time is significantly less than many primary weapons... and that feels...wrong [b]RED DEATH[/b] This gun's perk is incredible, and the stats are equally great. However, this, as with Bad Juju, are the only two even remotely acceptable choices of pulse rifle in the game. [u]How to fix it:[/u] Buff all pulse rifles. Given that it's often impossible to land precision shots with the same consistency as a scout rifle, handcannon, or auto rifle (OFTEN leading to wasted ammo), I would buff impact across the board, and counterbalance precision damage. The end result should be that a full burst of pulse rifle to the head should do the same damage as now, but body shots with the weapon class should do more overall, steady, damage than any other class with similar non-critical hits. [u]Why:[/u] Pulse rifles suck. As the intermediary between scout rifles and auto rifles, they feel too much like 40% of each, combining to make 80% of a weapon. Buffing body shot damage would benefit the pulse rifle firing pattern of "aim for the chest, kick to the head", and give the weapons a niche they deserve. [b]SUROS REGIME[/b] This gun is good. Nobody with this gun in hand has ever complained about a lack of power. HOWEVER, there is still an issue with this weapon, when the trigger is pulled faster than the full-auto fire rate, the weapon will fire faster than its maximum rate of fire, giving it an entirely unfair level of damage in PvP. Bungie has been banning people for abusing this, but until it is removed, there will always be a problem [u]How to fix it:[/u] Fix the glitch and the weapon will be fine [u]Why:[/u] Self explanatory [b]THORN[/b] Oh boy...the thorn. Absolutely broken in the crucible, and yet not very good in PvE. The warlock counterpart to The Last Word. [u]How to fix it:[/u] (1)The poison effect should not display floating damage numbers in PvP. (2) The poison effect should refresh AND TICK ONCE IMMEDIATELY with every consecutive shot landed. [u]Why:[/u] (1) They're effectively tracking rounds, and when you add the 2-headshot kill potential of this weapon, it just breaks the game. (2) The impact is simply not enough to make the gun useful in PvE, and the damage over time effect can be sneezed off by anything with a yellow health bar. This effectively turns the weapon into a strike-friendly peashooter [b]UNIVERSAL REMOTE:[/b] I'm astounded that this weapon didn't receive a buff in the first round of exotic changes. Needs a complete overhaul [u]How to fix it:[/u] (1): Rework how the weapon works in the following ways (a): Reduce impact dramatically (b): Reduce pellet spread dramatically when aiming down the sight with the special perk (c): further increase base range of the weapon (d): further increase ammunition capacity of the weapon [u]Why:[/u] (1): The weapon feels like it wants to serve a purpose: being a long range shotgun. IT FAILED. (a):As a primary, it needs range to be useful. In order to avoid being OP, let's make it not one shot OR EVEN USUALLY TWO SHOT people in PvP please. (b): Sniper shotgun is not a sniper shotgun without reduced pellet spread! (c): Leveling this gun is a nightmare (d): Because it's a primary (Summary): Turn the gun into an auto-rifle range, headshot weapon. With a low fire rate and about a two-headshot kill in PvP (assuming you can aim well), this gun is suddenly amazingly unique, not broken, and super fun and rewarding to use. Problem solved. [b]SUPER GOOD ADVICE[/b] "This weapon is full of it". This weapon is garbage, and the best advice would be not to use it at all. This weapon wants to be a close-range hipfire-hero. The problems with that, are that it has low capacity, terrible damage per second (if using it this way), and that it is totally outclassed by simply aiming down the sight and hitting crits with a non-exotic that has better base stats. [u]How to fix it:[/u] (1) Make ALL shots that miss return to the magazine (2) Add an ammo capacity perk AND an ammo finding perk (3) give the gun a basic perk (like fan-fire for last word) that increases hipfire accuracy and removes the ability to aim down sight [u]Why:[/u] (1): if you miss the shot it was useless anyway. Adds more bullet-hose but inherently [i]can't [/i]make the gun overpowered. (2): Further pushing the gun toward bullet-hose status (3): ^ (Summary): This settles the gun into a fire-and-forget hipfire-hero weapon that should be a glorious amount of fun. While it will do less damage per second than other heavies, you should find, get, and hit more bullets with it overall. The weapon becomes a heavy that is active and available more often, but as a result is less effective when it is, while simultaneously making it "super good" fun in the hands of the wielding guardian. [i][b]THAT'S IT![/b][/i] [i]Feedback is appreciated[/i], just keep it constructive. I'll probably make a similar thread about exotic armor in the near future. [i]Thanks for reading![/i]

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