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#feedback

Edited by Sir Obscure: 1/31/2015 9:06:08 PM
18

Buff-worthy exotics

I wholeheartedly agree

113

I agree with most of what you said

71

I agree with some of what you said

20

I think things are fine the way they are

10

Now that I've gotten my hands on most of the new exotics, I gotta say there are quite a few items that need some serious love. I'll start with those in dire need of improvement: [b]The 4th Horseman[/b] As I'm on Xbox One, I can't speak from experience, but this gun looks like an Invective, just worse in every way. I'd propose buffing the range and changing it so that all 4 barrels fire simultaneously (wasn't it originally supposed to do that?) so that it feels unique, along with giving it a unique upgraded version of the return to sender perk akin to how Super Good Advice's namesake perk is a substantially upgraded Mulligan. [b]No Land Beyond[/b] This one I can speak to first hand. It's the butt of every exotic joke right, and for good reason. It's damage is lackluster to say the least (at 307 with the Master perk I did more damage on a head shot with a 300 Praedyth), it has ungainly iron sights yet still manages to give off lens flare while zoomed, and it has less ammo than a regular sniper rifle. Here's what you should do: buff the impact, leave the iron sights as is but remove the lens flare so that it doesn't alert enemies and doesn't give you away in crucible, and add significantly more reserve ammo capacity. [b]Radiant Dance Machines[/b] The only reason to use these is if you don't have raid boots, and need to be 32. Sure, they give you more heavy ammo, but so do raid boots. Not sure what can be done seeing as the leg armor all seems to have a mobility theme to their perks, which seems inherently more difficult to make useful, but something needs to be done. Perhaps an accuracy and damage boost while moving? [b]Mk. 44 Stand Asides[/b] Exact same issue here. The obvious option would be to make them a clone of the leaked Peregrine Greaves, but on land, but why not do something more interesting like allow you to maintain momentum after a shoulder charge kill and start another shoulder charge? It would certainly fit with the name and it'd be awesome to turn yourself into the Juggernaut. [b]ATS/8 Arachnid[/b] In theory, being able to zoom golden gun is a useful perk, but the damage boost you get on that long-range headshot you can now make doesn't really compare to the damage you can do with a 4th golden gun shot. There's an easy way to rectify this: give the Arachnid Sensorium perk the addition of boosting golden gun headshot damage. [b]Apotheosis Veil[/b] There's really only one place where Apotheosis manages to compete with the utility of the other warlock helms: Crota, on hard mode. While the health regen sounds good, the fact that it's not instantaneous severely limits it. I suggest making the regen instant and continuous for at least a few seconds after super usage, if not throughout. (Yes, I realize this would make Sunlocks a pain in Crucible, but that's nothing a well placed golden or fusion can't handle, and the regen could be more limited in PvP. Besides, how would it be any different than dealing with a Suros?) [b]Sunbreakers[/b] They look really, really cool but unfortunately in this case beauty is only skin deep. The real problem with them is that enemies avoid Solar grenades too easily and even when you drop a direct hit, they can usually leave the flare too fast anyway. This limits the usefulness of solar grenades to those few occasions where area denial is actually important, namely Confluxes and that first segment of Crota's End. It's also a shame these don't affect Dragon's Breath. Either having them make your grenades stun-lock enemies and/or increasing the damage of Solar grenades would go a long way towards making Sunbreakers a useful peace of gear. Now, on to those in need of more minor improvements: [b]Dragon's Breath[/b] I really want to love this weapon, I do, but it just doesn't hit hard enough, and it has the same problem as Sunbreakers in that Solar grenades have limited utility. Add to that the nasty habit bosses have of running away when you drop solar flares on them, and it just doesn't compare to the other exotic solar rocket launcher, Gjallahorn. I would propose a higher blast radius and having larger radius, longer lasting solar grenades for a start. Changing it to arc wouldn't hurt (dragon's come in all elements), but I understand if you want to keep the flame motif. Another option would be replacing tripod with tracking and adding an inherent 3 shell mag, however, I want to advocate for having pyromancer grant additional cluster bombs with smaller solar flares and having a chance for the flares to stun enemies. Setting the ground on fire behind the rocket would be cool too. [b]Knucklehead Radar[/b] The problem with this helm is that there's nothing it can't do that good situational awareness can't do better, and thus there's no reason to use it over Third Man or Achlyophage. While I'm not sure I'd ever really use it much, there are three changes I can think of to make it more compelling. 1. Don't limit Sensor Pack to primary weapons; let radar remain visible at all times. 2. Grant a custom radar with expanded range and more precise enemy locations (think Halo radar). 3. Enhanced HUD capabilities with night vision and/or highlighting visible enemy targets, making it great in low-light situations such as Crota's End. [Monte Carlo] Looking at this, and based off of reviews, this gun just doesn't look useful outside of Crucible, and even there it questionable whether it can compete with Suros. It could definitely use an impact boost, and I'd suggest a different first perk (full disclosure: the only time I tolerate hip fire is on a fusion and even then there are better perks). Glass Half Full, Persistence, and Cascade (especially given the theme) seem like good options. And, finally, the two I'm skeptical about: [b]Universal Remote[/b] I just got mine the other day so I'm going to wait to weigh in until I have the namesake perk and have played around with it first, but I know a lot of people hate it. Sure, I hear it can be deadly in crucible, but then again, so can any shotgun if that's your thing. Looking at the stats I'm guessing that it couldn't hurt to have a bit more range and better zoom. [b]Necrochasm[/b] What is it with the high ROF, low impact guns? Is that the theme of the Dark Below? While they can wreck in crucible (which is an argument for another day), they're pretty much useless in PvE. Upping the impact and improving the range would be a start, and I'm skeptical about that "frequently" in the description of Cursebringer. Make it an always, and I'd be more excited about getting this gun. Right now, I care far more about the raid primaries than the crux of Crota. When I get to play with these last two I'll update. Until then, feel free to let me (and more importantly, Bungie) know what you think.

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  • Edited by DZastrophe: 2/2/2015 8:38:52 PM
    If you are using Sunbreakers with Dragon's Breath, absolutely the per should stack... Seems silly they do not... Also, I think the stun addition to the Sunbreaker / Dragon's Breath makes a lot of sense as right now extending the time of flares is useless as the DPS is not enough to actually get a kill in an adequate timeframe.

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