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Destiny 2

Discuss all things Destiny 2.
Edited by Symmetrist Veil: 9/8/2019 11:04:35 AM

TRULY POSSIBLE idea — Exotic armour catalysts:

Okay so the idea here is not to empower current exotic armour pieces, but create alternate modes for them to be used in the game. These catalysts will be slotted into the class item for each class. Meaning once unlocked, for example, every warlock bond can be equipped with the warlock exotic armour catalyst you unlocked. (Unlocks would be whatever quest step Bungie would want - and would also be the spruce of the catalyst). This adds three things to D2: 1. Enchanted customisation of abilities. 2. Large loot pool of new gear (one catalyst per exotic) 3. Improved diversity of gameplay. The catalysts would almost be like inserting a mod into the class item. These means you can change between exotics and catalysts quickly to alter your gameplay. Here are a few examples for a warlock: Sunbracers catalyst — Invert: In crease the duration of Solar melee abilities. Solar grenade kills grant unlimited solar melee energy for a brief time. Skull of Dire Ahamkara — Warped Wish: Provides additional damage resistance during Nova Warp. Multikills with Nova Warp extend the super. Chromatic Fire — Transistor Absorption: Precision kills with your Kinetic weapon surrounds you in an explosion in the element of your equipped subclass. Sanguine Alchemy — Blood Sight: Standing in a rift grants you and your allies Truesight. As you can see, the point is to give a different spin on an exotic ability, not to overpower the exotic. Why grind for these catalysts when they don’t grant orbs or trackers like weapon catalysts? Well, I think some abilities for less loved exotics might make them more appealing. And the added variation to gameplay — one player in a fireteam might have the sanguine alchemy catalyst, the other won’t — but that means they’ll both be able to contribute differently to their allies. Here’s some titan ones: Eternal Warrior — Preparatory: With full super, melee, grenade, and class energy — gain an overshield that recharges. Shield cancels if any energy is not full. Ashen Wake — Hot Spot: Thermite grenades explode in all directions with reduced range. Gain increased throw distance. Armamentarium — Slammer: Gain an additional melee charge. Peacekeepers — Pump Justice: Reloads stowed Shotguns and allows you to ready them instantly. Improves your handling with Shotguns and your movement while wielding one. Here’s some hunter ones: Gwisin Vest — Shadow Stab: Each Spectral Blades kill you make converts to Super energy when the Super ends. Young Ahamkara’s Spine — Teeth Swarm: Increases Swarm Grenade damage and duration. Ability damage grants Swarm Grenade energy. Celestial Nighthawk — Hawkeye Refractor: Modifies Golden Gun into an overpenetrating single shot that refracts off hard surfaces and enemies. Sealed Ahamkara Grasps — Hidden Nightmares: Dealing grenade damage reloads your stowed weapons.

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