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Destiny

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11/4/2016 6:12:32 AM
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Bungie says, "Nerf over-used weapons." I say, "Buff under-used weapons."

The following, Poor Exotics are currently, terribly underutilized because they're significantly under-powered, and otherwise useless and impractical in a RAID setting. Along with each exotic, I will list a suggested solution to help make them MORE viable as options, rather than simply NERFING our current options. [i](Sub-Note: I will not include weapons like Thorn and The Last Word, or other weapons that are largely intended for "PVP," use, as they aren't intended for use in Raids, even though Thorn could REALLY use some "love," in my opinion.)[/i] [b]1.) No Time To Explain[/b] - First and foremost, this exotic has always been, arguably, one of the MOST underwhelming exotics for use against Raid Bosses. Versus the Chaos Dogma and Outbreak Prime, it does anywhere from 20k - 100k+ less-damage over a DPS Phase, which means that if someone decides to use it (which they won't currently), it's more of a handicap/burden to your teammates than it is a help. - My Suggestion for remedying this problem is simple: Give the No Time To Explain one, additional "Exotic Perk" to accompany it, instead of Headseeker. Either "Glass Half Full," or "Final Round." - My logic behind this reasoning: If you add either of these two perks to No Time to Explain, along with it's "rewind" ability, it will perform a similar role to what Touch of Malice performed in Kings Fall. It will allow you to deal 2x or 1.5x Damage for an indefinite amount of time, pending your ability to consistently land headshots on your targets. - Even if it's just with "Final Round," it will still make players need to expend the majority of their ammunition in a magazine, in order to get to their Final-3 rounds, and then 1/3rd of those shots dealt with the Final-3 rounds will deal 2x damage. Now, with this being said, my PERSONAL preference would be for "Glass Half Full," as with a weapon like a Pulse Rifle, even with refunded ammo, expecting someone to consistently land headshots with only 3 rounds left in a magazine would make the perk essentially useless. So my "Final Solution" for bringing relevance to No Time To Explain; "Add Glass Half-Full Perk and leave other stats as they are." [b]2.) Hardlight [/b]- This weapon has never really had a [b]set[/b] "venue" of use, though it has always been largely more-popular in PvP settings than in PvE settings. I believe we could help to change that without making it unfairly-balanced for its PvP setting, by doing the following. -A.) Increase damage vs. PvE enemies by 50%. -B.) Add "Harbringers Spark," or an Equivalent Perk, which will spawn Orbs of Light when Precision-Kills are made against "Minions of Darkness." These changes will effectively make Hardlight a viable option for Raids and other PvP scenarios, while still maintaining its current PvP Balance, with 0 detriment to those on the receiving end of it in the crucible. [b]3.) Dragons Breath.[/b] - Admittedly, I believe Dragons Breath is MUCH better off now than where it sat in Year-1, but it's still not a viable option for use in Raids, which forces people to rely on the old "Crutches" of the usual Heavy-Exotics, such as Gjallahorn, Sleeper Simulant, Raze-Lighter and Dark-Drinker, which at present are more or less the only options for Heavy Weapons in a Raid Setting. My proposed changes to bring it up to a viable option are as follows: -A.) Increase the damage of Dragons Breath's Fire against PvE enemies by 50%. -B.) Increase the duration of Dragons Breath's Fire by 3 seconds. -C.) Add a Debuff-Effect to Dragons Breath's Fire that causes enemies who are burning to take increased damage from other sources. -D.) Allow Dragons Breath to hold 2-shells per cartridge. Any two of these four options, combined to the current setting of Dragons Breath, would give it a bit more viability to add to PvE usage. However, if I was to hand-pick two, myself, I would choose the following: B.) Increase Flame-Duration by 3 seconds, and C.) Add a Debuff-Effect to Dragons Breath, similar to "Viking Funeral," that increases damage burning-enemies take from other sources. We are [b]sorely[/b] lacking in a Heavy Weapon that can offer versatility in a PvE setting, and adding a heavy weapon that can actually offer a Support-Ability to a Raid Team or Strike Team, would add an entirely new element for PvE settings. [b]4.) Young Wolf's Howl.[/b] - This is, by far, the most disappointing of any of the Exotic Swords. We have 4 Exotic Swords total, thus far, and it is honestly a very-close tie for [b]Dead Last[/b] with Bolt Caster (I'm addressing Bolt Caster, don't worry). My fix for Young Wolf's Howl is actually a fairly creative one, but as I don't think my "creative" method will have a chance, I'll also include my alternative solution. 1A.) Add the "No Backpack" perk from IceBreaker to Young Wolfs Howl, allowing it to regenerate 1% of it's maximum ammo-capacity in 5-6 second intervals. -- (NO, WAIT! I know you're typing 'PVP Broken' angry-comments down below. Just read the rest of this first!) The "No Backpack" perk will ONLY trigger when you're in proximity of "Minions of Darkness". I.E, what I'm suggesting is some sort of perk (Call it "Enemies Scent" or something? #WolfThemes), that will cause Young Wolf's Howl to regenerate Ammo when you're close to/surrounded by enemies (say, within a 7-meter radius). - This will effectively make it a more-viable PvE and Raid option, without it being at-all exploitable as "Free Heavy Ammo" in Trials of Osiris or other Crucible Settings. NOW, I realize that one is VERY unlikely, so I'll offer the more "reasonable alternative." 2A.) Increase damage from Young Wolf's Howl by 70% vs. PvE enemies. 2B.) Alter Young Wolf's Howl's debuff so that it not only increases damage taken from other sources, but ALSO so that it deals 2% "Damage Over Time" to target enemies for 5 ticks. [b]5.) Bolt Caster.[/b] - I had immensely-high-hopes for Bolt Caster when the Swords were first released. I thought it was going to be the best of the 3, because it offered a sort of versatility that Dark Drinker and Raze Lighter didn't offer, in the way of allowing you to use it as a Close-Range Melee Weapon, OR long-ranged Heavy-Weapon. How sadly wrong I was. We can remedy this, and "Make Bolt Caster Great [s]Again[/s]," (let's be honest, it wasn't ever 'great' to begin with), by doing the following. -A.) Increase Bolt Casters Ranged-Attack Damage to PvE Targets by 100% (YES, it's THAT bad that 100% damage increase would JUST put it into range with its sibling-swords). -B.) Give Bolt Caster the Thunderlords "Fire Fly" perk, causing enemies killed by its Ranged-Attack to explode, chaining Arc-Damage to surrounding enemies over a 3-meter radius. -C.) Increase the Duration of Bolt Casters Ranged-Attack by an additional 2 seconds, and increase its area-of-effect range by an additional 2 meters. By limiting these Damage-Increases to PvE, we won't have to worry about it unbalancing Bolt Casters (*Snort, Snicker*) Usefulness in PvP. Any sword in PvP is going to be a guaranteed 1-hit kill, outside of very unlikely, extenuating circumstances (A Ram-Wearing Warlock with Max'd Armor, in Radiance, inside overlapping Armor of Light/Weapons of Light bubbles, for example), but this will allow Bolt Caster to offer an "Area Control" effect that its siblings don't offer, and allow it to offer a closer-range of Crowd-Control to what Dark Drinker offers. Thats all I have for now, if you guys have any suggestions of your own, or any thoughts to add, please feel free to do so.

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  • I like how creative your trying to be, but many of these perks you've created are a tad bit outlandish for bungie's idea of an exotic. Here are my ideas: (I'm adding a few new ones to and I am accounting for pvp balance.) Hardlight- reduce the recoil! Hardlight has the worst recoil pattern of any auto rifle and primary for that matter. Bungie gave this weapon no damage drop off, but the recoil is so bad that you can't use it at range. Make hardlight THE long range AR. This would give it a boost in both pve and pvp where it is sorely lacking. Dragon's Breath.... Just give it a buff to both initial explosion damage to be only slightly lower than a normal rocket and the damage the fire deals. Bolt Caster Increase the impact damage of the ranged attack to ~210 damage. Enough to OHK any normal guardian. Increase the electric cloud's damage in pve to put it closer to on par with the other sword's damage. --- the whole issue with bolt Caster is you're sacrificing damage for range and safety. Young Wolfs Howl Increase the rebuff duration by about 2-3 seconds and reduce the heavy attack's ammo consumed from 10 to 5. NTTE Give it sign of four instead of headseeker Here are the others I'm adding. SUROS Regime [spoiler]increase precision damage of focused fire on highest impact archetype of AR, spinning up starts 2 rounds sooner, and increase chance of starting health Regen on kill to 45%[/spoiler] Monte Carlo [spoiler]add a cascade as an intrinsic perk[/spoiler] Fabian Strategy [spoiler]front lines perk only activates when enemy is in field of view and close enough[/spoiler] Red Death [spoiler]increase stability by 5% and increase the reload speed buff duration from main exotic perk[/spoiler] The First Curse [spoiler]increase base range boost given by exotic perks by ~5%[/spoiler] Ace of Spades [spoiler]Maverick perk now adds 3 shots to the mag[/spoiler] Chaperone [spoiler]increase precision damage multiplier in both pvp and pve. [/spoiler] Queen Breaker's Bow [spoiler]increase precision damage multiplier tone on par with sniper rifles. Exchanging more ammo for a charge time and travel time. [/spoiler] Patience and Time [spoiler]invisibility lasts longer, reduce zoom value to whatever is given from custom optics and give it lightweight instead, and give it take a knee as an intrinsic perk. [/spoiler] The Fourth Horseman [spoiler]complete redesign. Final round and it's exotic perk is good, but explain the exotic perk's extremely fast fire rate. Return to sender is replaced by surplus. [/spoiler] Thunderlord [spoiler]increase base stability so perfect balance does not seem necessary. Lightning rounds activates sooner in the mag so you can hit max fire rate. [/spoiler] Sorry for this wall of text but I wanted to give ideas on simple ways to fix many on the weaker exotics in destiny. Note: Jade Rabbit and Zen Meteor were not included because I'm on Xbox and have never used them.

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