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Edited by Keroman60: 1/27/2019 9:37:05 PM
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Kero's Exotic Armor Updates - Titan Edition

Hello all - I play this game a lot (as a classic Golden Gun Hunter) and I have attached my thoughts on how to improve all Titan Exotic armor pieces. Please note that not all armor needs to be useful in all circumstances or be appealing to all players. Exotic armor - like anything in Destiny - are tools. Some tools are more broad, some are more mainstream, but all should be useful for a time and place for at least some amount of players. These are also broad and theoretical changes, some things may seem or may be overpowered and are subject to any changes. These ideas are also not meant to be rigid, they are extremely flexible and are ideas or jumping off points for better more engaging content. This is also not a post complaining to Bungie about their design choices or "lack of sandbox changes". Everything below is my opinion. Unless otherwise noted all effects are the effects as of 1/26/2019. Other editions can be found.... [url=https://www.reddit.com/r/DestinyTheGame/comments/agt19r/keros_exotic_armor_updates_warlock_edition/]Warlock Edition[/url] [i]ACD/0 Feedback Fence[/i] - Melee kills build up explosive energy within the ACD/0 Feedback Fence. Being struck by a melee attack unleashes this energy in a devastating explosion. Kills from the explosion recharge your melee ability. Grants health (not regen) based on the number of stacks when you are struck by a melee (1/8th, 1/6, 1/4). I think this exotic is in a decent place already for a Titan who wants to be up close and personal. I think the above changes would grant it a little bit more consistency and more uptime. The purpose here is to allow you to use your melee more effectively rather than using a close quarters weapon which is a problem, especially now with the way the special ammo economy and weapon damage is distributed. [i]Actium War Rig[/i] - Removes current exotic effect. Picking up ammo bricks immediately load a portion of that ammo type into the magazine if your currently equipped weapon uses that ammo. Picking up ammo bricks that do not correspond to your currently equipped weapon grant a small amount of class ability energy (1/10). Increased weapon reserves. To be honest, I don't like exotics that buff specific weapon archetypes for a singular class. Exotics like Oatherkeeper specifically buffing bows for Hunters (while its effectiveness can be discussed) I do not think is a good design practice. It "forces" players who wish to use a bow without worrying about it being strung too long into playing Hunters. While that objection may only affect a tiny portion of the playerbase. I believe it is a valid criticism. Much like Oathkeeper the current Actium War Rig makes Auto Rifles better on the Titan class. How much better to me, is subjective and wholly irrelevant. Because of this I decided to totally revamp this exotic. I attempted to stay with the general theme of the current exotic with auto reload as its main benefit, especially if you are using rally barricade. [i]Aoen Safe[/i] - Remove existing effect. Increase Cultist range by x2. Being near other Cultists significantly increases your Mobility, Resilience and Recovery. 1 Cultist nearby, +2, +2, +2, 2 Cultists, +4, +4, +4, 3 Cultists +6, +6, +6. Assisting Cultists creates an orb of light (small orb). Reviving Cultists grants class ability energy to both Cultists (perhaps all nearby). The theory I have here is that the Aeon series is a team-based exotic where a group of players make the decision to gain a strong overall effect by being with your fellow Cultists. Either in PvP or PvE this set of exotics may see some play, specifically in competitive playlists where some teams may find the bonuses worth not getting other exotic effects. [i]An Insurmountable Skullfort[/i] - Kills with any melee ability triggers health regeneration and restores melee energy (1/2?). I think removing the arc requirement is a good change to this exotic. It would open the exotic up for a bit more use outside of just Striker Titans. I also believe removing its full regen for a kill would be required if you were to open it up to all Titan subclasses. Because of that, I'm also fine with leaving this exotic the way it is. It fits a playstyle and gives you a tool set for constant use of Seismic Strike, Frontal Assault or Ballistic Slam. [i]Antaeus Wards[/i] - Improved slide. Sliding reflects incoming projectiles. Reflecting projectiles grant Super energy. This is the same exotic effect. No changes. This is a great tool for the right player in the right circumstance. [i]Armamentarium[/i] - Gain an additional grenade charge. Grenade kills grant grenade energy (1/5th) and increase Mobility, Resilience and Recovery for 10 seconds (+2, +4, +2). Since this exotic is simply gives you another grenade (with no other conditions) I thought it would be nice to give it another effect that improves your more neutral game. Since secondary grenades have longer cool downs (as far as I know, has this changed?) I also thought a little burst of grenade energy would be nice but I didn't want to buff it up too much to where other exotics focused on grenades would be overshadowed. [i]Ashen Wake[/i] - Fusion Grenades now explode on impact and gain increased throw speed. Fusion grenades leave a sunspot in their wake after exploding. Fusion grenade kills buffs the sunspot to last twice as long. Stepping inside a sunspot grants a boost of health (cooldown 10s, 1/4 health recovered). The goal here (much like the Warlock Starfire Protocol changes I proposed) would allow fusion grenades to be used more aggressively and to be rewarded for using them aggressively. Since a sunspot already grants ability energy I thought it would only be proper to bring them to all Titan solar subclasses for the fusion grenade. [i]Crest of Alpha Lupi[/i] - Generates an additional Orb of Light from Supers and a healing pulse when barricade is activated (1/3 health, pulsewave effects friendly guardians, increased area of effect). This is the same exotic effect with a slight buff to increase the usefulness of using your barricade. A small on demand health bump (and cover) can be quite helpful in the right circumstances. Given the other buffs to this list, another change may be required to keep it relevant. Or perhaps not. [i]Doom Fang Pauldron[/i] - Void melee kills give Super energy. While Sentinel Shield is active, melee kills recharge Shield Throw, which extends your Super on hits. This is the same exotic effect. No changes. Already where I believe exotics should be near. [i]Dunemarchers[/i] - Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain 100% of the damage from the melee to nearby targets (includes damage if using a melee ability, potential chain-range radius increase by 1.5?) Damaging several enemies (4) with one chain recharges your melee ability. This exotic is mostly the same, just a small change in the way that it works. It is very similar to how other melee based Titan exotics are used but I believe it is different enough to warrant use in certain circumstances. Some testing would be required to determine all the specifics, but I think that could "easily" be done. [i]Eternal Warrior[/i] - Gain an overshield when activating Fists of Havoc. After killing an enemy with Thundercrash a new overshield is granted and lasts for 5 seconds. Kills while moving slowly (crouched speed or less) grant super energy (small boost to super recharge bar, 10s super recharge reduction?) My thought here is to keep the increased damage absorption on the normal Fist of Havoc super while increasing its usability for Code of the Missile. As such, I thought additional recharge onto your super would be a good fit since the entire exotic is based around your super. Since the Eternal Warrior is eternal, immovable, and "unflinching" I thought the idea of being "locked" in place for increased super regen would be a decent idea. [i]Hallowfire Heart[/i] - Improves the recharge rate of all abilities. Greatly improves recharge rate while your Super is charged. Kills with Solar weapons and abilities grant "Sunbreaker's Oath" buff for 1.5 seconds. Kills while "Sunbreaker's Oath" is active leaves a small radius of Solar fire which burns enemies (both effects last 3 seconds). Targets burned by this effect take increased damage. I think the exotic is in the right place now, but I also believe it is a missed opportunity to bring the Sunbreaker Order into the game. As such I gave the exotic a small addition and I think it would be a nice addition to a good exotic now. [i]Heart of Inmost Light[/i] - Using an ability empowers the other two abilities. Melees do more damage, grenades do more damage and last longer and Barricades have more hit points and last longer (25% boost to all effects). After using an ability your other abilities gain increased regen over 5 seconds (1/5?, 1/4?) This exotic is all about leaning to combo your abilities properly. It simply buffs your existing abilities and allows you to have your abilities more often, especially with the right mods or subclass. It grants increased consistency with your abilities which is why the effect does not seem mind blowing. However, 25% increases to all of the above would be a very nice change, especially when combo'd with subclass abilities.
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  • Edited by Keroman60: 1/27/2019 9:37:59 PM
    [i]Helm of Saint-14[/i] - Enemies that enter Ward of Dawn are blinded, while allies that pass through gain an overshield for 7.5 seconds. If your Ward of Dawn is destroyed, instant super energy based on the % of time left is granted (1/3rd of % granted back, if immediately destroyed at 100% time left grants 33% super energy). Guarding with Sentinel Shield constantly blinds nearby enemies (not just on bringing the shield up). Ward of Dawn is NOT removed from the battlefield if you are defeated. If you are defeated and then your bubble is destroyed you do NOT gain super energy back. This exotic is all about granting zonal or territory control and giving up offensive super abilities (guaranteed 1-3 kills on average) for control of an area and combat potential through yourself and your allies. The above changes would make it better at defending areas as well as buffing the effect if you do your Sentinal Shield for the blinding purpose. [i]Khepri's Horn[/i] - Solar damage kills grant increased Barricade regen. Barricade unleashes a blast of Solar energy when summoned (Kills most red bar enemies and does 1/3 health damage to guardians. effect area increased). Enemies hit by the blast are burned for 5 seconds, are marked for the duration of the burn and damage to burned enemies is increased by 10% from all sources. This changes here would allow for Barricade to be used slightly more offensively and similar to Crest of Alpha Lupi, would grant Barricade additional protections if you are using it for cover in the right situation. It would also allow it to clear areas a little bit better in PvE as well as increase its usefulness versus stronger targets in PvE. [i]Lion Rampant[/i] - Provides additional aerial maneuverability and enables accurate hipfire while you're in the air during Lift. This is the same exotic effect. No changes. Passive, consistent, movement based. [i]Mask of the Quiet One[/i] - Grants ability energy when you're damaged. When critically wounded, regain maximum health on kills. Death causes a brief suppression to nearby enemies enemies (short to moderate range, 2 second suppress). Respawn/Revive grants truesight for 3 seconds. This exotic I felt was too similar to some other exotics so I decided to go with the theme of the void, death and thanatonautics (as in the lore tab) to increase its general usefulness and independence from other exotics. Its usefulness in PvE is there in the right circumstances and it also has some use in both more casual and competitive PvP. [i]Mk. 44 Stand Asides[/i] - Grants an overshield when you're sprinting at full health with Seismic Strike, Hammer Strike, or Shield Bash equipped. Hits with these abilities recharge a portion of your melee energy (1/2?). This is the same exotic effect. This exotic is very similar to An Insurmountable Skullfort works but instead of allowing health regen it allows an overshield while using specific melee abilities. Since you are granted an overshield it negates the need for health regen and keeps you safer while attempting to use the above melee abilities. Because of this I think it is different enough from An Insurmountable Skullfort. [i]One-Eyed Mask[/i] - Marks the last enemy that dares to damage you. Track down and destroy your enemy for an health regen up to an overshield that lasts 10 seconds. The granted overshield charges to full strength (much like a healing rift). If you take damage during the charge the effect is cancelled. Targets are marked for 5 seconds. I think this exotic just needs a little tweak to keep it in line. I believe it just needs an adjustment to keep its neutral game effective, but not overwhelmingly so. I believe the above suggestion would allow for the same effectiveness while in a 1v1 scenario while keeping it more in line versus groups of enemies (based on the regen to overshield instead of granting an overshield). I do not have an exact amount of time it would take to grant the overshield, but I would think somewhere between the regen of a healing rift and the regen of a Well of Radiance. [i]Peacekeepers[/i] - Removes current exotic effect. Improves weapon handling for all weapons. Defeating an enemy who has recently damaged an ally (1 second) reloads all of your weapons. After taking damage you gain an effect called "Keeping the Peace" if "Keeping the Peace" ticks down from 5 seconds to 0 seconds you gain a boost of ability energy (1/6). Kills with "Keeping the Peace" active restore ability energy (1/4) and cancel "Keeping the Peace". Akin to Actium War Rig and Oathkeeper, I don't like exotics that buff specific weapon archetypes for a singular class. Exotics like Oatherkeeper specifically buffing bows for Hunters (while its effectiveness can be discussed) I do not think is a good design practice. It "forces" players who wish to use a bow without worrying about it being strung too long into playing Hunters. While that objection may only affect a tiny portion of the playerbase. I believe it is a valid criticism. Much like Oathkeeper the current Peacekeepers makes SMGs better on the Titan class. How much better to me, is subjective and wholly irrelevant. Because of this I decided to totally revamp this exotic. I attempted to stay with the general theme of the current exotic with auto reload as its main benefit, but then it was too similar to Actium War Rig. So above it what I came up with. It attempts to give you some more neutral game bonuses. I understand there are several conflicting issues with the above changes, it would need to be generously tested and most likely tweaked even further, but it is what I came up with. [i]Synthoceps[/i] - Increased melee lunge range. Improved melee and Super damage when you're surrounded. Grants a trickle of health regen up to an overshield while surrounded (3 enemies in PvP, 6? in PvE) that persists for 5 seconds (Regen rate about 1/2 that of a healing rift). Marks all enemies who have you surrounded on the instant of surrounding you for 5 seconds. If you kill a marked target the the timer on the other marked targets is reset. If all marked targets are defeated (by you or others) you are granted all of your abilities and are granted an instant overshield. The idea here is to put players in a situation where they can potentially gain a huge bonus if they "come out on top" over a precarious situation. I will reiterate that the surrounded player must kill a marked target to keep the timer going but if all of the marked targets are killed within the timer than the player gains their effect. I think this exotic might be a ton of fun for players who are willing to go for an objective. [i]Ursa Furiosa[/i] - Move faster while guarding when Sentinel Shield is active. Guarded damage converts to Super energy when the Super ends. Enemies that damage the guarding Sentinal Shield are poisoned through the debuff "Bjorna-3's Retribution". I think Ursa Furiosa is in a good place in both PvE and PvP. In PvE the damage boost and protection is an obvious advantage, and the added bonus of poisoning enemies who shoot the shield would be a nice touch I think. In PvP Ursa Furiosa is an exotic to use in the case to stop shutdown supers from shutting you down. If you would rather use Ursa Furiosa to consistency use your your Sentinal Shield for its allotted time than it is good at that. I also believe the bonus of poisoning enemies who damage you while you are guarding you be a good addition to let people know what is going on. My issue with Ursa Furiosa is that it preys on the fact that players don't know what it does or don't know that someone has it equipped, which I don't believe is a good design. Adding a poisoning effect and a debuff may help eliminate that issue. [i]Wormgod Caress [/i]- Melee kills grant a stack of "Warmth Rising" (25 seconds). Additional kills do NOT extend duration nor increase damage. At maximum stacks (x7) the next melee kills consume the stacks and spawns an orb (large sized) of light for you and your allies. After the stacks are consumed you are granted the buff "Terror". "Terror" grants enhanced abilities until their next use (or your death) that cost super energy to cast (about a medium-large sized orb per ability use). The grenades deal massive damage and lifts non-boss enemies into the air, disorienting them (like a psion or Xol purple attack, moderate size). The melee deals massive AOE damage in a generous cone (150o) and can stack new stacks based on kills (short range). The barricade grants immediate health regen and an immediate decaying overshield to you and nearby allies (decay rate about x1.5 or x2 that of a poison effect). This is a PvE exotic, and I think the teamplay potential around it could be really enjoyable in Gambit, Strikes or Raids. The theory here is that you are harnessing some of Xol's power to get some awesome abilities to use at the cost of super energy. Super energy could potentially be turned into health costs as well if you change how the barricade ability works.I wanted to make this exotic different than Winter's Guile for Warlocks, and I think i hit the bar for different... Titans have a lot of melee stuff I know, but that is what is in the game now. I attempted to stay within the current theme of exotics, for the most part... (See Wormgod Caress...). Thanks!

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