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Edited by Aurik Kal Durin: 3/28/2015 3:41:58 AM
115

How to fix all Exotic weapons!!! (Necrochasm, Hard Light, NLB, and more!)

Yes, I like these suggestions!

305

Yes, I like SOME of these suggestions...

661

No, I don't like these suggestions.

132

Even after that big Exotic buff, a lot of Exotic weapons still aren't worth the Exotic slot; some are just useless (No Land Beyond), others are simply inferior to every other weapon in the category (Dragon's Breath, Hard Light, Super Good Advice), while some are seriously underpowered considering the effort required to obtain them (Necrochasm). I think I know how all of these weapons can be fixed, and what can be done to fix them. It's time for a new Exotic buff; and this is what it should contain. [quote][b][u]EDIT[/u]: [/b]Since some close-minded folks keep saying that only Raid primaries have elemental damage, let me point out [b]Fate of All Fools[/b]; an Exotic Scout Rifle obtained through an Exotic Bounty completed mainly by playing the Crucible. [b]Just because it's not a Raid weapon, doesn't mean it can't have elemental damage[/b].[/quote] [i][b]1. Necrochasm[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable endgame weapon not worth the effort to obtain. Cursebringer perk is inconsistent and has too small a blast radius to be useful. Magazine is too small for this archetype of weapon.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add ability to switch between [b]Arc[/b] and [b]Solar[/b] damage. -[b]Arc[/b] damage provides highest possible fire-rate, lowest possible impact. 60 round magazine. -[b]Solar[/b] damage provides much higher impact with lower fire rate. 32 round Magazine. -[b]Cursebringer[/b] now triggers Cursed Thrall explosions 100% of the time. -Increased blast radius of Cursed Thrall explosions. -Replace [b]"Cascade"[/b] perk with [b]"Persistence"[/b] perk. -Replace [b]"Fitted Stock"[/b] perk with [b]"Perfect Balance"[/b] perk.[/i] [quote]Adding the ability to switch between Arc and Solar damage (like Murmur) would make this weapon more unique as an endgame Exotic; it would also allow you to switch between the "Doctor Nope" archetype (highest RoF, lowest Impact) and the "Shadow Price" archetype (high Impact, low RoF). The magazine size for the high RoF Arc damage perk would also be increased to 60, over the previous 42; while trading for the higher-impact, slower rate-of-fire Solar damage would knock the magazine down to 32 (7 more round than Shadow Price). In addition, you'd get some better perks; Persistence and Perfect Balance would give you a lot more accuracy with either Solar or Arc damage. Cursebringer would get a boost to it's blast radius, and would trigger explosions with every precision kill, like Firefly.[/quote] [i][b]2. Hard Light[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable as an Exotic. Volatile Light perk is completely useless. Outclassed by most other Exotic auto-rifles.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add [b]Arc[/b] damage. -Remove ricochet effect from [b]Volatile Light[/b]. -[b]Volatile Light[/b] now replenishes more Super energy with every kill. -Replace [b]"Glass Half-Full"[/b] perk with [b]"Crowd Control"[/b] perk.[/i] [quote]The ricochet effect from Volatile Light was never of any real use, and in my opinion, it was really annoying having bullets bounce right back at my face. Now, you would have Arc damage... making this gun more useful against the Fallen or in Nightfall strikes where Arc Burn is active (and also caters to the weapons aesthetics, as it appears to fire Arc rounds), and you would get the same bonus as with Bad Juju; more super energy with each kill, making this an equally good choice for PvE. Since the Glass Half-Full perk was badly hit by the last auto-rifle nerf, it would be replaced by Crowd Control; combined with the increased Super recharge, this could be even greater for PvE, while also giving it a small buff in PvP for those who are skilled with this weapon.[/quote] [i][b]3. No Land Beyond[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Completely useless. Bolt-action animation is too slow. Has scope glare even though it has iron-sights. Not enough reserve ammo. Mulligan perk is useless. Only has Kinetic damage.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Add [b]Solar[/b] damage. -Increased reserve ammo capacity to 48 (was 12) -Increased speed of bolt-action animation. -Removed scope glare. -Replaced [b]"Mulligan"[/b] perk with [b]"Surplus"[/b] perk.[/i] [quote]With quadruple reserve ammo and the Surplus perk, this gun would be much more ammo-efficient, especially in PvE. Solar damage would also make it a more practical choice in PvE. No scope glare would allow you to more easily surprise enemies in the Crucible if you decide to make this your primary weapon... and with the bolt-action animation being faster, you wouldn't be so severely punished should you miss.[/quote] [i][b]4. Dragon's Breath[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Inferior to all other Exotic rocket launchers. No tracking of any kind. Pyromancer is underwhelming.[/i] [b]*[u]Suggested improvements[/u]:[/b] [i]-Solar Flares last longer and now slow enemies. -[b]"Pyromancer"[/b] perk now sets enemies on fire, dealing damage over time. -Added [b]"Grenades and Horseshoes"[/b] perk by default.[/i] [quote]Simple enough fix. Grenades and Horseshoes would not replace Tripod; it would be added as an extra perk, much like Primary Care on No Land Beyond or Full Auto on Invective. It also fits the aesthetic of the weapon better than Tracking, and is more useful in PvP. Adding the burn effect to Pyromancer might also make it more useful in PvE, dealing almost as much damage as Gjallarhorn... but over a longer period of time, while also slowing the target.[/quote] [i][b]5. Super Good Advice[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Unremarkable for an Exotic. Inferior to most other Exotic and Legendary machine guns. Not a lot of good optional perks.[/i] [b]*[u]Suggested Improvements[/u]:[/b] [i]-Added [b]"Surplus"[/b] by default. -Replaced [b]"Single-Point Sling"[/b] perk with [b]"Field Scout"[/b] perk. -[b]"Super Good Advice"[/b] perk now causes targets to explode with precision kills. [/i] [quote]Adding Field Scout and Surplus would bring this weapon up to par with Corrective Measure; easily one of the best Legendary machine guns out there. But you'd also have the added benefit to the Super Good Advice perk; it now produces the same effect as Firefly, in addition to giving back ammo for almost all missed shots. Should make it a much better choice for both PvE and PvP, and make an equal contender for Thunderlord.[/quote] [i][b]6. Universal Remote[/b][/i] [b]*[u]Problems[/u]:[/b] [i]Not enough reserve ammo. Very impractical in PvE. Range is too short for a primary weapon. Only deals Kinetic damage. Does not live up to it's name.[/i] [b]*[u]Suggested improvements[/u]:[/b] [i]-Can now switch between [b]Solar[/b], [b]Arc[/b], and [b]Void[/b] damage. -[b]Solar [/b]damage provides higher impact. -[b]Arc[/b] damage provides higher fire rate. -[b]Void[/b] damage provides higher range. -Increased magazine capacity to 7 (was 5). -Increased maximum reserve ammo to 42 (was 25). -Replaced [b]"Lightweight"[/b] perk with [b]"Rapid Reload"[/b] perk. -Completely eliminated damage falloff at long range against alien enemies. -Significantly reduced the spread of Universal Remote's projectiles.[/i] [quote]This one needs the most improvements. The ability to switch between all 3 special damage types on the fly, plus the reduced spread, and the complete elimination of damage falloff against non-Guardian enemies would greatly improve this weapons effectiveness in PvE, making for a far more practical choice in weekly activities. Not much is need to improve it in PvP; the reduced spread, increased magazine size, and faster reload (if you choose "Rapid Reload") would be enough, I think.[/quote]

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  • My vote is no to primary exotics with elements. Raiding needs to provide a substantial reward. (Check my history. I'm not a raider. No vog completions, hardly any CE). I feel like hard light is the most in need of a buff. While it's not a bad weapon, it doesn't have anything unique about it.

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    • universal remote is amazing in pve. If you disagree, you've not used it too much outside burn strikes. It only needs some good ol' solar damage and a magazine of seven shells that can be reloaded all at once rather than one at a time

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    • Universal Remote is awesome for PvE. The only time it falls short is during Nightfall, where an elemental primary is going to outshine it. With the shotgun buff and its high critical damage, coupled with a hidden "Shot Package" perk when the trademark perk is activated, that thing can utterly destroy shit in any normal Strike. Also really handy in Crucible, if you want to use Shotgun/Sniper combo.

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      • I think for Super Good Advice they should reverse the perk; shots HIT have a chance to return ammo to the magazine.

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      • I still think that Universal Remote should have been a sniper when you went ADS. It would do half the damage of a normal sniper, but a gun that was a shotgun AND a sniper? It would be good no matter what.

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      • Bump

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      • SWIGGITY   ∧_∧   ( ・∀・)  ⊂ ⊂ )    ( ( (    (_(_)       Swoogity    ∧_∧       ( ・∀・)       ( U つ     ) ) ) (_)_) I'm ∧_∧   ( ・∀・) ⊂_へ つ  (_)| 彡 (_) Coming ∧_∧   (・_・)っ (っ / Lノ┘ For that   ∧___∧ ⊂(・_・ )  ヽ ⊂二/  (⌒) / Booty! /        \ |  ●    ● | \  ___ /

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      • ⊂_ヽ. Another   \\ _    \( ͡° ͜ʖ ͡°)     < ⌒ヽ    /   へ\    /  / \\ Gjallarhorn    レ ノ   ヽ_つ   / /   / /|  ( (ヽ  | |、\  | 丿 \ ⌒)  | |  ) / `ノ )  Lノ Thread (_/

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      • I think the no land beyond should have a perk that makes a critical hit return the bullet right to the barrel, so if you can consistently hit critical shots you wont have to go through the animation or reload

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      • I still don't see a problem with No Land Beyond. It was made for a specific playstyle in PvP. No Land Beyond was created for skilled marksmen for close-medium range engagements.

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      • Edited by My Crayonz: 3/29/2015 12:13:31 AM
        People use sga for oracles and stuff like that. You wanna just take it away? :( Universal remote is fine. Read the description. Still think it needs a buff? Read it again. You're making hard light another bad juju. Why would you want to do this. Make the solar flare stick to it's target and that would just about fix dragons breath

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      • - Volatile Light should "overpenetrate" shields, dealing 1.5 damage to overshields and enemies with any elemental shield. This would make it very useful for both PvP and PvE, especially Nightfalls. - Super Good Advice shouldn't make enemies explode. Instead critical shots should ignite targets (PvE only). Isolates damage and increases fatality rate.

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      • I wish hard light had true penetration. Shooting through multiple enemies without losing impact or damage. Even shooting through shields. Thatd make it on par

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      • I personally don't think Hard Light needs arc damage, though I certainly wouldn't complaint if it got it. The ricochet perk fits the gun, really. I just think it actually needs to penetrate something ... Anything other than just soft tissue. You're aiming for head shots most of the time with this gun. How often do enemies' heads line up? The answer is, not often at all, thus making the perk extremely situational and hardly useful. If it went through Hive shields, Cabal shields and very thin cover, it would definitely be worthy imo. I agree on the Crowd Control perk.

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      • Good idea

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      • They will never add arc/solar/void to exotic primaries, because those are for raid primaries only

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      • By no means am I saying no land beyond is awesome or even useful but just messing around in patrol finding a high place with a good all round view of the area, stalking your enemy, then releasing that one devestating round into the cabbage of your enemy. It's pretty fun:)

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        • Fate of all fools is unobtainable so uh yeah only raid primaries have elemental damage.

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        • Edited by Sas: 3/27/2015 9:00:41 PM
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          I prefer my version of NLB. Make the iron sights less intrusive. Maybe remove the red sight effect when ADS. First perk is a choice between two perks; either target marking like the fang of ir yût, OR mida style movement speed. Then a choice between three perks; armour piercing rounds, firefly or increased reload speed. Last perk speeds bolt action speed by two (or three?) after a presicion kill.

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          • I think SUROS needs a buff now as well. They really do need to give its damage back to what it was before the 1.1.1 nerf, because it really doesn't compete with other top tier weapons anymore. Especially wasting your exotic slot for it in pve. I think they need to 1) give the damage back 2) fix the SUROS perk so that the actual bottom HALF of the mag deals bonus damage like it says in the description. Or, increasing the chance of health regen after kills to better compete with red death.

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            • Necrochasam you have a decent idea. I would suggest that the cursed thrall explosion is only triggered when it is on Arc damage. But the cursed thrall explosion happens immediately. Right now it is on a bit of a delay. SGA shouldn't have Firefly since technically Thunderlord has it. But SGA needs a range buff. Getting an ammo buff is the last thing it needs.

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            • I disagree with giving any primary weapon an elemental damage type, unless it is a raid weapon or exotic like how they currently have it. Otherwise to make it fair, you need to add an elemental type to all exotics. Eh.... I agree with all the other changes though other than that.

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              • I believe there removing that solar damage.

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              • That would make the dragons breath viable.

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              • UR is perfectly fine in the right hands. PVE and PVP.

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              • See of your suggestions are ludicrous

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