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Edited by HastyRaccoon: 3/28/2015 6:40:27 PM
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Some silly exotic ideas.

Just feeling bored and thought of a few things for fun. =P *Edit: I wanted to add a few more to the list, but it wouldn't let me...either way, I made the Astringent Needle a little more appealing and fixed a typo. Off to start a new list! =D The Beat (Pulse Rifle) 1st major perk: Secret Round 2nd major perk: The Beat - Every second shot in each burst deals significant bonus damage. Astringent Needle (Scout Rifle) 1st major perk: Spray n' Play 2nd major perk: Medic - Landing a precision hit on an ally will cause them to regenerate health. In addition, enemies that take damage from this weapon are poisoned for a short period of time. Multiple shots do not stack and have a slight cooldown period. Tactical Insert (Auto Rifle) 1st major perk: Life Support 2nd major perk: Tactical Insert - If you die with both a full Super and have this weapon held, you are able to Self-Revive. Doing so uses up all of your super energy with no other added class benefits besides the Self-Revive. Holdout Houdini (Secondary Hand Cannon, Kinetic DMG) [Starting perk: Concealed Carry - This Exotic Hand Cannon is used as a Secondary Weapon] 1st major perk: Mulligan 2nd major perk: Holdout Houdini - This weapon can be aimed incredibly fast and the first round of each magazine has a chance to disorient it's target. Jekyll/Hyde Complex (Fusion Rifle, Solar/Void DMG) 1st major perk: Glass Half Full 2nd major perk: Jekyll/Hyde Complex - Aiming this weapon before firing causes it to deal Solar damage and firing this weapon from the hip causes it to deal Void damage. In addition, damaging a target with it's Solar component increases the damage of it's Void component against the same target and vice versa. Arrow of Pestilence (Sniper Rifle, Solar DMG) 1st major perk: Outlaw 2nd major perk: Plague Rounds - Precision kills with this weapon release a poison cloud. Glass Cannon (Rocket Launcher, Void DMG) 1st major perk: Surplus Ammo 2nd major perk: Glass Cannon - Rockets release a Scatter Grenade upon impact.

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  • I got one Cerberus (scout rifle) An old pre golden age saying says two is better then one Look like a rifle with two barrels vertically aligned and loads a magazine for each barrel. Perk: Two heads- this gun fires two rounds at once. Rate of fair average Impact average Rang high Reload very low Magazine small and drop two at a time

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    • "This is my Weapon" This weapon starts as a common weapon, dealing kinetic damage. Type is selected by the Guardian (Scout, Auto, Hand Cannon, or Pulse) and archetype (High RoF/Low Impact or Low RoF/High Impact). After 500 kills (precision give +2), it upgrades to Uncommon and the Guardian picks two perks from available Uncommon perks (don't know them off the top of my head). After another 1,000 kills it upgrades to Rare, and the Guardian picks a perk tree from available Rare perks. After another 2,000 kills it upgrades to Legendary and the Guardian selects another perk tree from available legendary perks [i]and[/i] selects an elemental damage type. Another 4,000 kills upgrades the weapon to exotic. The Guardian can then name the weapon and it gets the perk "This is my rifle..." which grants bonus precision damage and +2 agility when wielding it. Probably a dumb idea, but I love the thought of custom weapons.

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      • Flames of the Ahamkara Scout rifle These flames can bring down any beast, of this you can be assured oh bearer mine... Stats like the MIDA Perks: Crowd control Explosive rounds, send it, perfect balance Exotic perk: Their promise When your health is low this weapon is granted full auto and enemies brought down in this state explode and heal you Hidden perk: will of light, extra damage against taken

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      • I had an idea for an exotic. When All Else Fails "...Then aim for first body part you see." Exotic Sidearm First Major Perk: Zen Moment Exotic Perk: When All Else Fails - This weapon has a chance of getting Precision damage on a non-precision hit after a kill. Greater chance on minions of the darkness than on Guardians

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      • Love the ideas. We need more crazy ideas like this in the game!

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      • 7 deadly sins Hand cannon with high RoF, low impact. Soul theif: killing with a headshot with this weapon will regenerate half of users health The deadliest sin: after landing a headshot with this weapon, half of the damage the enemy does to user is reflected back at them, making them an easier target

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      • Exotic rocket launcher [b]Toland's Wrath[/b] [i]Toland carried this everywhere. When he fell, this weapon fell with him[/i] [b]Perk one:[/b] [i]Tripod[/i] [b]Exotic Perk[/b] [i]When rocket hits a surface, it has the initial explosion then lays a trip mine grenade down, which lasts for 10 seconds or until an enemy crosses over its laser trigger. [/i]

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        • [b][u]Sinner and Saint[/u][/b] [b]Description[/b] Even the most pure are not devoid of madness. [b]Appearance[/b]: Dual Hand cannons. Silver long-barreled revolvers with different grips. Cherrywood for Sin (Right hand) and Ivory for Saint (Left hand). After their namesake exotic perks are unlocked, They get a effect on the round chambers. Sinner gets a red glow with what looks like red dust falling off the gun when you move. And Saint gets white electricity arcing around the chamber with white dust falling off it in a similar manner to Sinner. [b]Default Perks:[/b] Kinetic Damage A Handful of Pain* Rate of Fire- Moderate Impact- Very High Range- Low Reload Speed- Low Stability- Very low Magazine Size- 6 each Sight- None [b]Ballistics[/b]: Smooth Ballistics CQB Ballistics Aggressive Ballistics [b]Key Perks[/b]: Of Sin** And Saint*** [b]Optional Perks[/b]: Lightweight Hammer forged Perfect Balance [b]*A Handful of Pain[/b]- You cannot aim down your sights. A weapon is held in each hand. Pull RT/R1 to fire Sin and pull LT/L1 to fire Saint. [b]**Of Sin[/b]- Rounds from Sin do solar damage and explode on impact. [b]***And Saint[/b]- Rounds from Saint do Arc damage and over penetrate targets. One of MANY great ideas that are posted on my thread. I'll provide a link for any one interested. Link: https://www.bungie.net/en/Forum/Post/116952165/0/0 I update the post relatively often with my new ideas, and many others have added their own. I would greatly appreciate if any one would check it out and provide feedback. Thank you for your time!

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        • Edited by seraphic_thunder: 9/26/2015 2:33:24 AM
          If they had the people of the community design gear, missions, enemies, basically implement all of their ideas how they wish... how big would this game be?

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        • Edited by The 7th fall: 3/28/2015 8:53:41 PM
          I like the Jekyll/Hyde Complex the most. Here is my weapon idea to add to that list lol. P.S.- also a Titan armpiece Thief's Hand (scout rifle/Void DMG) 1st perk: Outlaw (just as a minor pun to the gun too) 2nd perk: Thief: Upon a critical kill you move faster for a short time, and have a chance to steal ammo for primary, special and heavy ammo. Also shooting at ammo on the ground gives you ammo. I'm still thinking if this should be a shotgun or scout rifle, I personally like it as a scout rifle. The Cold Shoulder (Titan armpiece with ice shoulder spikes) 1st perk: Special weapons reload faster 2nd perk: faster melee speed main perk: Cold Shoulder: Chain up to three shoulder change hits How this works is similar to Blade Dancer super lock-on: if more than one enemy is nearby, you can optionally press the melee button to insta charge at more than one target. However, if you don't press the melee button in time to chain your charges, your shouder charge runs out. Ok in PvP this would be debatably overpowered, but after all Titans are brute strength lol.

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          • Edited by Chroniclerope: 5/7/2015 2:22:33 PM
            Here are two weapons, crafted with love. Omnipresent "It feels like being a god some times" Design- Appears to be an overly large sniper rifle of Fallen make, but with a Vex eye scope and an always charging fusion rifle part. Detailed description- Research on scavenged weapons and Vex axis minds by the warlock council Obsidian Cathedral, the weapon produced from their efforts combined all available technology of the council. Using material dispersion and vex hive minds, this weapon can't be stopped by anything. Obtaining- Kill hobgoblins with precision damage to randomly obtain [b]Vex Oculars[/b]. After this, Cyclopes will spawn throughout Venus. Kill them to obtain [b]Relay[/b]. Now, blow up skiff turrets to obtain [b]Acceleration coils[/b]. Take these to a new location on your navigator, the obsidian council. They will create this weapon. Function- Operates off heavy ammo. 4 round clip-20 reserve ammo Low fire rate Impact bar crossed out with yellow and black hazard bars Range extremely high Reload low Perks- Armor piercing rounds as a hidden trait Perk 1- keyhole "opens a temporary rift in materials, allowing bullets to pass through all obstructions" Select 1/3- Faster reload Perfect balance Oversized rounds Perk 2- Omnipresent "using vex communications and tracking, all enemies visible to you or you allies will become outlined through walls and remain visible for 15 seconds after losing sight of the enemy." --------------------------------------------------- This weapon features two hand cannons as a set. [b]Romulus and Remus[/b] [quote]Named after the founding twins of a long ago empire, these weapons are inseparable[/quote] [b]Weapon design: [/b] Identical with a carved design of a mother wolf on the side, they appear to have a hammer forged look to them. The only variation between the two will be its color, with one being gold with silver designs, while the other has silver with gold designs. [b]Obtaining[/b] You must complete [b]Every[/b] story mission, strike and raid with the same person, in no particular order. After completing them all, you and your friend will be teleported to a private arena. You must kill you friend to escape, and the survivor will receive this gun. The loser will also receive them, but with a different perk.(see below). You can only obtain this bounty once per friend per completion. [b]Mechanics:[/b] Because the guardian is holding two weapons, hip fire is the only shooting option. Both triggers will fire the guns respectively, and recoil will affect each hand separately.(if that's not too much to ask for). When swapping to or from this weapon, the guardian will twist the guns apart and spin them to ready.(like TLW). And vice versa for storing them. When shown on the guardian, the two weapons appear to be joined at the sights, and stored on the back. [b]Perks:[/b] Hip fire: increases accuracy when firing from the hip. Tree perks: Perfect balance Send it Flared magwell Lead by Example: kills with this weapon provide a damage boost to you and your allies.(crowd control mechanic) (For those that lost) In memoriam: replaces lead by example: when an ally dies, you gain extra ammo and your mag is refilled instantly.

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            • An End To All Arguments: Exotic Rocket Launcher Perk 1: Rewind Perk 2 tree: Flared Magwell, High Velocity, Blast Radius. Perk 3: I Win: All Ammo Regenerates over time and rockets can track targets. Launcher can hold 2 rockets in the tube. 3 in reserve. 5 rockets regenerate after 5 minutes. (Similar to synthesis).

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              • My exotic idea... Rate of fire: 30 Impact: 60 Range:60 Stability: 60 Reload: 30 Hellbreaker- solar fusion rifle Description- Shatter the demons..... Starting perk- dual chop- holding down trigger after first burst triggers an automatic second burst, doubling the damage output 1st perk- rangefinder: zooming in increases its effective range 2nd perk- Flames of the lesser: each burst sets the target on fire to half the damage that thorn does overtime, can be stacked up to 3 times.

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              • Awesome ideas! Especially holdout Houdini! Just too cool man I hope they're listening. I have one as well. Rule of wait. Void sniper rifle. 3 rounds. 1st perk. Outlaw 3 tier upgrades Snapshot Flared magwell Custom optics Exotic Perk: The rule of wait Hitting an enemy will bind them in place for a short time.

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                • Edited by TheBeanMan00: 5/31/2015 7:56:59 PM
                  Exotic rocket launcher idea Zeus's bolt arc damage With proxi detonation but it explodes around targets and acts like a hunters arcbolt targeting individual players with arch damage that can chain. It would have 2 in the tube and 5 in reserve and would be silver with blue and white accents with blue lighting running through it.

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                  • Edited by FabStream41: 8/1/2015 5:57:39 PM
                    Puppeteer: void sniper 1st perk: rodeo (increased stability) 2nd perk: no strings attached: precision kills will turn the enemy against others for a short time before death. Dark abyss: fusion rifle (heavy) (void) (Hand cannon shaped, fusion coils placed were the ammo goes, ammo counter in place of hammer, sights similar to the strangers rifle, the battery is under the barrel) Other notes: very slow charge rate 1st perk: surplus (frequent ammo drops) 2nd perk: dark abyss: the burst from the fusion shot is compressed into one, single shot (similar to a rocket, high velocity, low blast radius, and 50% of normal tracking) Field Medic: kinetic scout rifle Notes: high impact low rate of fire, ambush sniper scope. Starts out with explosive rounds, to reduce precision damage but deal body damage. (Explosive rounds doesn't add damage, just takes a portion of it and disperses it) 1st perk: life support 2b perk: Surgeon's Scalpel: 25% normal tracking (while ADS)(improve accuracy over long distance) precision kills generate a third of your health

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                    • Edited by Bakes: 5/31/2015 9:34:44 PM
                      Exotic rocket launcher [b]Toland's Wrath[/b] [i]Toland carried this everywhere. When he fell, this weapon fell with him[/i] [b][u]This weapon causes arc damage[/u][/b] [b]Lightning Fast[/b] [i]Rounds fired from this weapon have extremely high velocity[/i] [b]Perk one:[/b] [i]Tripod[/i] [b]Exotic Perk (Toland's Reaper)[/b] [i]When rocket hits a surface, it has the initial explosion then lays a trip mine grenade down, which lasts for 10 seconds or until an enemy crosses over its laser trigger. [/i] [u]Has a dark cloud appearance and when you shoot, a subtle lightning strike effect passes through the launcher and a CRACKKKKLEEE sound sounds all around, for all near you to hear. [/u]

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                      • Nice! Yeah Arrow of Pestilence looks neat. A Hive-themed sniper rifle? Maybe instead of precision damage it could be like Firefly but instead of exploding make it release a poison cloud. My idea for a an exotic Rocket Launcher: Heaven's Retribution - upon detonation a warhead saturates an area with arc damage much like the Aftermath perk for Titans.

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                        • I love the ideas dude! Primary exotic sidearms: Doom Dealers "One is one but two is doom" Special perk: dual wield (self explanatory) 1st major perk: choose solar void arc for each weapon 2nd major perk: extended mag

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                          • Edited by Rho'gath: 5/7/2015 5:44:04 AM
                            [b]Name:[/b] OP-3 Fair Lady [b]Description:[/b] "She is peaceful when caressed but push her too far and you will regret it" [b]Class:[/b] Sniper [b]Sylization:[/b] Railgun [b]Slot:[/b] Heavy [b]Quality:[/b] Exotic [b]Element:[/b] Arc [b]Mag Size:[/b] 1 [b]Reserve Ammo:[/b] 14-19 [b]Perk Slot 1:[/b] Accurized Ballistics / Field Choke / Linear Compensator [b]Perk Slot 2:[/b] Mulligan [b]Perk Slot 3:[/b] Explosive Rounds / Relic Iron Rounds / High Caliber Rounds [b]Exotic Slot:[/b] Overcharged - The gun can be charged before firing, doing so increases the rounds velocity and impact but at the cost of reduced accuracy the longer you charge (can only charge for 5sec) [b]Hidden Perk:[/b] Armor Piercing Rounds - Rounds penetrate the target (If you use explosive rounds the round will penetrate the first 2 targets and detonate on the third or against a wall/ground)

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                            • Exotic sidearm Name: My Best friend "No one knows me like you do." Weapons is high fire rate, low impacts with meh stability but maxed reload. First perk is Single point sling Exotic perk "Always by my side": Weapons deals damage to shields as if it were the element the shield is weak too. Enemies hit by this side arm take 15% more primary weapons damage for 5 seconds. i like the idea of having a sidearm that needs to be used as something to soften the enemies and tear through any shields. The weapon is meant to be swapped quickly to and out of. Could be useful even with burns on because it would let you use whatever primary you want with elemental damage but still deal with the shields.

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                            • Here are two weapons, crafted with love. Omnipresent "It feels like being a god some times" Design- Appears to be an overly large sniper rifle of Fallen make, but with a Vex eye scope and an always charging fusion rifle part. Detailed description- Research on scavenged weapons and Vex axis minds by the warlock council Obsidian Cathedral, the weapon produced from their efforts combined all available technology of the council. Using material dispersion and vex hive minds, this weapon can't be stopped by anything. Obtaining- Kill hobgoblins with precision damage to randomly obtain [b]Vex Oculars[/b]. After this, Cyclopes will spawn throughout Venus. Kill them to obtain [b]Relay[/b]. Now, blow up skiff turrets to obtain [b]Acceleration coils[/b]. Take these to a new location on your navigator, the obsidian council. They will create this weapon. Function- Operates off heavy ammo. 4 round clip-20 reserve ammo Low fire rate Impact bar crossed out with yellow and black hazard bars Range extremely high Reload low Perks- Armor piercing rounds as a hidden trait Perk 1- keyhole "opens a temporary rift in materials, allowing bullets to pass through all obstructions" Select 1/3- Faster reload Perfect balance Oversized rounds Perk 2- Omnipresent "using vex communications and tracking, all enemies visible to you or you allies will become outlined through walls and remain visible for 15 seconds after losing sight of the enemy." --------------------------------------------------- This weapon features two hand cannons as a set. [b]Romulus and Remus[/b] [quote]Named after the founding twins of a long ago empire, these weapons are inseparable[/quote] [b]Weapon design: [/b] Identical with a carved design of a mother wolf on the side, they appear to have a hammer forged look to them. The only variation between the two will be its color, with one being gold with silver designs, while the other has silver with gold designs. [b]Obtaining[/b] You must complete [b]Every[/b] story mission, strike and raid with the same person, in no particular order. After completing them all, you and your friend will be teleported to a private arena. You must kill you friend to escape, and the survivor will receive this gun. The loser will also receive them, but with a different perk.(see below). You can only obtain this bounty once per friend per completion. [b]Mechanics:[/b] Because the guardian is holding two weapons, hip fire is the only shooting option. Both triggers will fire the guns respectively, and recoil will affect each hand separately.(if that's not too much to ask for). When swapping to or from this weapon, the guardian will twist the guns apart and spin them to ready.(like TLW). And vice versa for storing them. When shown on the guardian, the two weapons appear to be joined at the sights, and stored on the back. [b]Perks:[/b] Hip fire: increases accuracy when firing from the hip. Tree perks: Perfect balance Send it Flared magwell Lead by Example: kills with this weapon provide a damage boost to you and your allies.(crowd control mechanic) (For those that lost) In memoriam: replaces lead by example: when an ally dies, you gain extra ammo and your mag is refilled instantly.

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                              • The swiss rifle (pulse rifle) Exotic perk: every round in a 3-burst is of a different elemental damage (example: void - solar - arc come out in a burst) other perks:to order which element comes in the first bullet of a burst

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                                • Edited by SergioTheSlayer: 9/23/2015 2:10:02 AM
                                  Rusted Blade- Kinetic Damage Exotic Sword "You must either have a death wish to use something as dull as this... or you may be more creative than you look." 1st perk- Advanced blocking- Blocks majority of the damage dealt to you. After blocking a large amount (or lethal) damage, you gain a powerful upwards slash instead of your block for a short time. You also gain some ammo after blocking enough damage. 2nd perk- Never Dulled- After blocking a large amount of damage, you gain the elemental attack damage of the attack that you blocked last. You also greatly deal increased damage, move much faster and can take more damage until you can block again (15-25 second cool down between blocks). Each kill with the upwards slash restores ammo to your sword and increase the duration between block times.

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                                • "The Grinder" Description: "My wielders have collections of pints of blood after holding me..." LMG Lmg that has spikes and blood stains like the Red Death Corrective Measure stats: low impact high fire rate Magazine: 69 Perks:Hammer Forged, Perfect Balance, Snapshot "The Grinding" This weapon has a 1/2 chance to fire 2 shots at the same time for the cost of one

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                                  • I'd love to add one to the list! Name: Little Friend Weapon: Machine Gun Description: "... Say hello" Exotic Perk: You take reduced damage while firing this weapon!

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