List of exotics imo that need to have "some" champ functionality.
Two Tailed Fox (void rocket only) should provide overload champ function (as this inherently supresses enemies) so makes sense and shouldnt make it too "OP" considering you need to use a rocket to apply the overload "shot" in he first place (so 2 rockets for champ counter+buff)
Queenbreaker needs shield piercing functionality but only on the "marksman sight"
Salvations Grip needs overload functionality, I mean it freezes on hit and makes sense (especially) considering this does little actual damage and would be great for a "second" champ weapon in specific content instead of 2 primary weapons that most use.
Wardcliff needs Unstoppable functionality (no really explanation needed here)
Hawkmoon (final shot only) needs Unstoppable, again makes sense and kinda follows in with its exotic functionality because if you stun on the final "shot" you can then proceed to proc precision hits to either kill or stun again.
Outbreak Perfected needs Piercing functionality, I would argue only make this apply to the "nanites" and not the actual precision hits (somewhat balances it out) but also makes sense for the general use of "needing" precision hits to apply the SIVA nanites upon precision hits
Cerberus+1 (Catalyst only) imo needs to apply Unstoppable functionality. again makes a lot of sense with how the catalyst functions.
Trace Rifles (excluding Divinity and Wavesplitter I mean I shouldnt need to explain why) but these need Piercing functionality, I mean these are generally under used anyway all be it Divinity and this would be a much needed buff and usability :)
Wavesplitter (separate from above listing) this should apply Unstoppable but only when the "3rd beam" is active (somewhat similar to Devils Ruin) this makes sense really and would be a nice balance in its functionality.
there are other exotics but I feel these specifically need Champ counter abilities to one make them "meta" but also to improve usage on some key exotics.
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Le monarque should have overloaded rounds, it just makes sense that poison stops an overloaded champion
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or just get rid of champions
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Edited by Soul: 4/19/2021 10:40:13 AMThe better answer is just to remove champions. They were a shot sighted and lazy attempt at creating difficulty.
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Arbalest should be anti-barrier judging that its perk is based around destroying shields
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Truth be told, there are a number of things Bungie could & probably should change with regards to champions & their mods, intrinsic perks etc. Me personally, I like the idea of adding champion mods to more Exotics but I really think bungie needs to overhaul the distribution of champion mods. When unlocking anti champion mods via the artifact, they should just be unlocked once acquired. All of them. We shouldn't need to reset the artifact to try something else... (This should only apply to anti champion mods. The other mods such as focusing lens, volatile conduction or dexterity & Reload mods should need to be applied and require armor mod slots as they currently are) This way, you can just equip a scout rifle/sniper rifle and have the relevant anti barrier mod available without applying it to your armor. *These also shouldn't use an armor slot* Being creative with your mods (charged with light) should take precedent over equipping something that should be active by default.
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Sound good apart from hawkmoon and outbreak, I would add sleeper with either unstoppable, overload or barrier, but considering the charge time unstoppable or overload might be the better options.
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Edited by Cacoastrum: 4/20/2021 5:08:32 AMYour proposals for Hawkmoon and Outbreak would be [i]horrible[/i] for difficult content, my guy. Having to get through a whole clip before you can stop an Unstoppable Ogre charging at you a’firin’ his laser simply isn’t an option in...even Master Nightfalls, let alone Grandmasters. Applying anti-barrier to only the SIVA nanites shares the problem of “too slow to be practical”, and also leaves you pretty SOL if/when a champion already has its barrier up, but there’re no shootable heads in its vicinity—like when a Barrier Servitor is shielding all the adjacent mooks. I’m all for giving more guns innate Champion-squelching properties—though that, like the issue with making Celerity and Bottomless Grief intrinsic, would have to be balanced against the fact that guns can only have so many perks before they start to cause Bad Stuff to Happen—but not in ways which make them less useful for that purpose than legendary equivalents. Edit: actually, this applies to more of your suggestions than just those two, but I’m tired and I don’t want to write more right now.
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Why not all of them?
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I’d like to start by saying that champions should just go tbh. With that said if we’re giving exotics intrinsic disrupters then Sleeper needs either Barrier or Unstoppable
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Honestly champions should just go it's a half baked system that doesn't really add difficulty except to the grandmaster night fall in almost all cases
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Anti-barrier Wish-Ender
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Wish Ender should have anti barrier seeing as it is the only bow that intrinsically pierces through everything. And Xeno or acrius should have stagger since they are supposed to be extremely heavy hitters.
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Some to add to the list: Sky Burner's Oath - Barrier Sweet Business - Overload Malfeasance - Slug explosions break barriers Thorn - Unstoppable Vigilance Wing - Overload Last Word - Overload Inzaghi's Burden - Powered rounds unstoppable 4th Horseman - Barrier Lord of Wolves - Overload Hard Light - Void-Barrier, Arc-Overload, Solar-Unstoppable (probably OP but oh well) Black Talon - Heavy projectile Unstoppable Suros Regime - Spinning up-Overload, Dual speed receiver ADS-Barrier
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I thought that said “chimp” mods. You can keep the upvote.
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What about my sweet business I use that thing for DPS with the war rig I would use it more if it was anti-champion.
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I sorta feel left out...
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Thorn should do something Literal metal spike Small bullets break barrier but giant spike doesn’t Huh
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Each season why not dedicate each slot to a certain type of champion? Primary - overload Special - unstoppable Heavy - barrier Something to give us more options instead of running the same two or three weapons
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Yes they should all have champions mod.
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I just think all trace rifles should just be overload considering something like coldheart has the exotic perk of just being a trace rifle
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As well as your idea I would like champion mods that go on any weapon. Three mods for the three different champions which can be put on any primary and secondary weapon. I find the present system boring after a couple of weeks into the season.
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Nah, I'm sorry but champions shouldn't be bedded into the game, especially not so much in the sense you wish. Also ward cliff unstoppable would be super overpowered.
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You forgot anti barrier on borealis and arbalest
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Xenophage should be Unstoppable. The weapon was introduced the same season as the champion mechanic. Would have been cool. When you think about the 3 champs, Unstoppable seems most fitting for Ol’ Omar. Bungie should add the feature to Xenophage.
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Edited by Althanash: 4/19/2021 1:25:53 PMThey really don't to be fair. Improving usage would require them to be optimal instead of barely viable. Which requires a buff not a champ mod. Incase you're not aware.......mods themselves apply to exotics if they fit the archetype. For example you can make Outbreak Unstoppable by using the pulse rifle mod. Heavy weapons unless carefully kept a close eye on should never have the mods applicable to them unless there's a trade off to it.
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As well as having Intrinsic for Champions, all exotics should make Orbs for multi kills regardless of the catalyst - especially ones with no Catalyst. And they should do Bonus Damage (like 5 to 15%) on Champions. If I'm going to use an Exotic, it better live up to the Hype.