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#feedback

Edited by MinistrOfJustiz: 1/7/2016 9:49:06 PM
24

Fix exotic infusion - a proposal for Exotic Fusion

TL/DR: [spoiler]Two of the [b][i]same[/i][/b] exotic at the [b][i]same [/i][/b]light level, fully unlocked and leveled, should be able to be fused together into a single exotic with 10 more Light.[/spoiler] Even with the tiered light levels for exotics (280 kiosk/Xur, 290 drop, 310 drop), there is just too much RNG and resources involved in getting usable exotics that match your light level. Say you're in the 300s and want a Year Two Truth and just haven't gotten a drop. To be useful on your next raid and not drag your light down, you have to buy a 280 vendor version, infuse several weapons into it (because exotics lose more light than legendaries from infusion, you have to infuse EVEN MORE), and it costs you an exotic (as a shard) every time you infuse. Where do you get all those weapons? RNG. Freakin RNG. RNG for blue/purple drops with enough light to raise the attack of your beloved Truth. RNG for a raid weapon of the right class to get the Truth up that final bump to being raid-ready itself, RNG (with three of coins) to get the exotics to shard. Grind, grind, grind. [spoiler]Truth is just a random weapon for this example. I am not trying to say everybody should love Truth, or that Truth is great for the raid. I think one Iron Banana match last week is the first time I have fired my own Truth in months. I'm curious to see how many people choose to miss the point and post responses telling me which heavy to bring into the raid instead of Truth.[/spoiler] Wasn't reducing the need to grind part of the TTK design philosophy, Luke? Weren't we supposed to just have fun playing and progression would come naturally? Or the more experienced raider, who has a few hard modes under their belt, has the same kind of grind to get 310 exotics to the point where they don't bring DOWN light level. A vault full of 310s doesn't matter when you're trying to dominate the Taken horde before detonating 16 corrupted lights all at once. [b][u]The Proposal - Exotic Infusion 2.0, EXOTIC FUSION[/u][/b] Infusing one, fully unlocked [i]and [/i]leveled exotic into another of the same exotic at the same Light, also fully unlocked and leveled, results in a set increase of Light (attack/defense) of 10 points. So a lover of the Truth can take two maxed out 310 Truths and fuse them together with only weapons parts, glimmer, and marks, no shards, and have a stronger Truth. Having it as a discrete 10 point bump instead of simply maxing when two are fused would make maxing out exotics from the kiosk a very expensive proposition, so a player can't simply use the kiosk to jump from 280 to 320 in a day. (It would take 16 maxed out 280s, with all the resources and XP to get them there, to make one 320.) As things stand now, with the silly RNG, the only items that I can get that help raise the light level of my exotics are the challenge-mode rewards. 315+ drops are far too rare. Exotics are ... well, exotic. Let me use them. [u]Edit: Armor thoughts [/u] Exotic Fusion could also be the solution for the problem of having an armor piece with rolls you like from before you hit 300+, so at 290, and then you get it at 310 with perks you don't like. Fusing a higher-light exotic armor piece, unlocked and leveled, into a lower-light version of the same thing, would transfer the light level. 290 w/ good perks + 310 w/ poopy perks = 310 w/ good perks. As it stands now, you'd have to infuse 3 of the 310s into the 290 with the perks you like to get there. That's 6 exotics. Either that, or you would have to burn who knows how many Needles trying to get that 310 to match the roll you like and already have on the older piece. That's no fun. Credit to [url=http://www.bungie.net/en/Forum/Post/184859616/0/0/1]Dr25697[/url] for inspiring this line of thought for me.

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