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#feedback

7/24/2015 9:07:47 PM
4

Exotic Armor That Needs Tuning Up (Titan Edition)

I would like to see most of these improvements

29

I would like to see some of these improvements

8

These Exotics need help, but not what you suggest.

4

These Exotics don't need improvement.

0

Bungie's announced that many of our beloved Exotic weapons will be receiving tuning which will hopefully improve their performance. Just as it's clear that certain weapons need improvement, i.e; Nechrochasm, I'd say there are certain armor pieces that do, too. I'd like to suggest changes for these Exotics which would bring them up to par with other armor, while also being careful not to make them over-powered. This edition of Exotic Armor That Needs Tuning is dedicated to the Titan. [i]Feel free to skip through to get straight to the suggestions - it's a pretty long list[/i]. [b]PRE-TL;DR: Read the suggestions and vote for or against them to share your opinions.[/b] [b]An Insurmountable Skullfort[/b] [i]Improved Transfusion[/i]: Hits with Storm Fist regenerate your health. Kills with Storm Fist provide rapidly regenerating health for a short time. This thing is over-shadowed by The Ram in every regard. Right now, it only provides Transfusion, it doesn't improve upon it like its perk suggests. This change would make it a potent Melee Exotic. Storm Fist would regenerate health with each hit, and kills would triple your Recovery stat for fifteen seconds. You wouldn't be regenerating health while getting shot, you would instead regain it after a very short time. [b]No Backup Plans[/b] [i]Improved Disintegrate[/i]: Hits with Disintegrate activate Force Barrier. All abilities regenerate faster while Force Barrier is active. There's no reason Force Barrier shouldn't already activate on hit, especially considering Flame Shield does. This change would actually give incentive to play CQC-style. It wouldn't be over-powered, seeing as Flame Shield already does the same without an Exotic. The ability cooldown would be akin to Radiance, but to a lesser extent: a fifteen percent (15%) reduction in recharge time while Force Barrier is active. It also goes well with the motif of "No ammo, no problem," since you'll use your abilities more. [b]Armamentarium[/b] [i]Grenade Booster[/i]: Carry an additional grenade. Your second grenade has the same cooldown as your first. Now, Armamentarium by itself is fine, but that benefit is belittled when Sunsingers can have the same thing [i]without[/i] the need to equip an Exotic. As it stands now, the second grenade regenerates much slower than the first. Making the cooldown the same as the first solidifies the Armamentarium as a worthy Exotic, whereas right now it is merely the same as a Sunsinger's perk. [b]Mk.44 Stand Asides[/b] [i]Be Somewhere Else[/i]: Shoulder Charge begins sooner and lasts longer. Increased Agility while Shoulder Charge is active. These things add five seconds to Shoulder Charge. That is exactly the reason you see [i]no one[/i] using them - they're hardly Exotic. To remedy that, you'd just need to split those five seconds in two: Shoulder Charge begins two-and-a-half seconds (2.5) earlier and lasts two-and-a-half (2.5) longer. You would also gain +2 to Agility. The point is to make Titans agile, since they're rather slow and vulnerable while sprinting. The added speed would make the Mk.44s a top option for Crucible, but wouldn't make them game-breakingly unbalanced, either. [b]Glasshouse[/b] [i]Bathed In Light[/i]: Weapons and Blessing of Light are stronger and last longer. Glasshouse will never be worth your Exotic slot unless something is done about its terrible ability. Basically, this change would provide the same bonus as Illuminated while also adding five seconds to the duration of the Blessing and Weapons of Light buffs. The added strength would also stack with Illuminated - that would make Glasshouse a worthy Exotic. Also, [i]for the love of Kabr[/i], let it change color with shaders - actually, just let [i]all[/i] Exotics change color with shaders. [b]Peregrine Greaves[/b] [i]Peregrine Strike[/i]: All Striker abilities deal bonus damage when activated in the air, but regenerate slower while you are on the ground. Right now, Peregrine Greaves are terribly restricted. Shoulder Charge is already a one-hit kill in Crucible against most Guardians, and even with the added aerial damage, Shoulder Charge isn't a serious threat in end-game activities. It is also very risky to use Shoulder Charge in Raids where enemies are too numerous to tackle one-on-one. This one is tricky. I want it to be powerful in both PvE [i]and[/i] PvP, but I don't want it to be absurdly broken, either. By adding a twenty-five percent (25%) time penalty to all ability uses, Peregrine Greaves would force Strikers to be tactful with their grenade placement and melee uses. The damage bonus would be reduced to 1.5x, whereas before, it was something like 2x the Shoulder Charge power. This would make Lightning grenades, Shoulder Charge, and Storm Fist a one-hit kill in Crucible - the drawbacks are that it can be used 25% less, and [i]must[/i] be activated in the air to acquire the damage bonus. The damage bonus would also apply to Fist of Havoc. Well, these are my suggestions as to how Bungie can improve some seriously neglected Titan armor. If you agree or disagree with my input, feel free to respond - any and all feedback is welcome.

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  • Edited by SoIar: 7/25/2015 3:21:38 PM
    I think both the Skullfort's perk and the one on the Ram right now are severely unbalanced. Gaining health regeneration on hit presents the same issue as Flame Shield in that it guarantees winning any melee fight, which is a bit of a problem. Exotics should give you an edge but not be a guaranteed "win" button. I think Flame Shield should be adjusted to be on kill, not on hit, even if that means slightly strengthening the overshield. I have the same issue with the No Backup Plans fix. I think a fix to Flame Shield is more called for here, although the improved ability regen seems very fair. The Skullfort and the Ram should maybe provide a weak overshield (like the revive shield) and bonus recovery on kill, not on hit that would last 15 seconds. Also give Hunters an exotic like this to balance things out. Someone here suggested increased armor like the Ram. I would say, go a different route. Titan's Eternal Warrior gives increased armor, a Warlock helm provides additional recovery, and Hunters would get extra agility on some piece of armor. Here are my final suggestions/opinions: [b]An Insurmountable Skullfort[/b] Improved Transfusion: Kills with Storm Fist grant an overshield (like the revive shield) and give additional recovery, both for 15 seconds. [b]No Backup Plans[/b] Improved Disintegrate: All abilities regenerate faster while Force Barrier is active. Force Barrier lasts longer [b]Armamentarium[/b] Grenade Booster: Carry an additional grenade. Your second grenade has the same cooldown as your first. [b]Mk.44 Stand Asides[/b] Be Somewhere Else: Shoulder Charge begins sooner and lasts longer. [b]Glasshouse[/b] Bathed In Light: Weapons and Blessing of Light are stronger and last longer. [b]Peregrine Greaves[/b] I don't know about these. I think Bungie's idea for them is pretty silly and so niche. Your suggestion was simply too overpowered, OP, because of how the whole Airborne mechanic works. The slower recharge rate is hardly a penalty when you can deal more damage. [b]Eternal Warrior[/b] Resolute: Increased armor. [b]Changes to other classes[/b] Make the Ram the same as the Skullfort and give Hunters a piece with the same effect. Make Flame Shield activate on kill, but strengthen the shield by 10%. Give Warlocks an Increased Recovery on one of their armor pieces and give Hunters Increased Agility on one of their armor pieces (as a standalone perk, not with another perk on top of it).

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    • [b]Helm of Saint-14[/b] [i]Starless Night[/i]: Now works on Servitors

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      • Think the Skullfort should simply get an armor increase on par with the Ram. This version of the Peregrine Greaves sounds way to op. Maybe a simple cool down on melee abilities on par with a Warlocks regen. was more of what you were going for? In my opinion I would instead of Peregrine Greaves doing increased damage they should have an increased lunge distance while in the air. I am thinking a lunge distance on par or slightly greater than fel winters lie depending on how far they are going to nerf the shotguns range modifying perks. The others look great :)

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        • No Backup Plans, Skullfort, and Glasshouse all seem like very smart changes. I approve. I think Armamentarium is already good as-is; it provides the buff exactly like the one for Sunsingers, but unlike Sunsingers (unless they're using Starfire Protocol), you still keep your final-column perk choice, and if they are using SP, you get the advantage of choosing which grenade to charge. Shoulder Charge is frustrating enough, and reducing time before it's ready could lead to balancing issues. That said, if the same changes you described were instead applied to Juggernaut, then I think the Stand Asides buff would be perfect. Peregrine Greaves are a bit trickier, as you said, but I don't think that sort of damage buff would be a good idea. Really, all it buffs are the grenades (FoH and Knee Slam are already one-hit kills in PvP ), but the potential of a one-shot grenade that triggers as quickly and easily as the Strikers' seems very overpowered. Maybe a simpler way to encourage titans to use Knee Slam would be to just increase Lift duration, or provide general buffs to armor/agility/recovery while in the air.

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