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Edited by Bungo: 10/15/2016 7:24:40 AM
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Buffing Exotics By Giving Them a More Specified Role.

This list is just a bunch of ideas I and my friend space magic ooo had one night. If a change seems strange or unnecessary, it may have been made to give the exotic a little bit more of a specified role to play. We also put in a few extra ideas we had for new exotics, but those can for the most part be ignored. And if you think that any of our ideas are crazy or overpowered, please feel free to leave your constructive criticism. And if there are any exotics that YOU feel need a buff, go ahead and tell me. Im open to any new ideas. Necrochasm- Headshots have a chance to trigger a thrall explosion. Enemies caught in thrall explosion will apply a buff that increases damage (10 per body shot 20 per headshot). The buff lasts for 6 seconds, and it applies 1 stack per enemy killed. Consecutive explosive kills add 1 second to the timer. The damage buff is replaced with a stability and enemy stagger buff in pvp.(Used for add control) 4th horseman- Thunderer perk. Max stability, and gains shot package, but minimum possible range and impact. Low reload speed. Third row perks allow for either better reload speed, field scout, or quickdraw. (Used for burning majors) The First Curse- Stupid high range and alright stability. Given a slightly more beefy version of zen moment. Third row perks are single point sling, armor piercing rounds, and high caliber rounds. Main perk grants all three third row perks and snapshot after the first precision kill of a magazine. Also has outlaw as first perk. Helm of Inmost Light- Normal exotic perks, but the farther you fly using the dive bomb, the larger the area of effect of fist of havoc, and the more damage you do. Young Ahamkara's Spine- Gives 2 tripmine grenades, longer grenade length, makes grenade beams smaller and harder to see. Insurmountable Skullfort- Makes spike grenade last longer, and has a larger area of effect. Mask of the Third Man- Bladedance uses less energy when attacking (using R1 or R2/ RB or RT), and gives "encore". But the super drains faster. The idea is that, if you see a large group of enemies, you can kill them all without fear of super running out. (Saw a lot of complaints about this one so i nerfed it. Sorry!) Helm of Saint-14 Makes bubble blind and makes bubble drop more orbs. Minions that die within the bubble drop heavy ammo. Celetial Nighthawk- 6x damage but only one shot with golden gun. Grants keyhole and combustion. Automatically activates health regeneration when you fire your shot. ATS8 Arachnid- Hits with golden gun causes intense burning and can hit critical shots. Impossible Machines- Grants Landfall. The landfall causes longer blinding. Glass House- Makes weapons and blessings slightly more effective and last 20 seconds. Auto refreshes buff for 10 seconds after the bubble disappears. *NEW* 1ce Cr0wn- Storm trance causes enemies to slow down when being hit by it. Apotheosis Veil- Grants Radiant Will and Transcendence depending on what subclass you are using. Starfire protocol- When your first grenade charges full, the second one also charges full with it: 2 for the price of 1! Heart of the Praxic Fire- When radiance is active, your grenade energy and melee energy fills completely and doesn't go down at all, and you can throw grenades faster, but afterwards you suffer burnout. This means you cant sprint, you get lower agility, and you take slightly more damage for 7 seconds. Red Death- (Redacted due to Vanguard Policy) Don't Touch Me's- Grants invisibility upon being melee'd and also an effect similar to electrostatic mind that damages nearby enemies while invisible. Claws of Ahamkara- Grants two melees and gives your voidwalker melee Bloom, and your sunsinger melee brimstone. Stand Asides- Activating bubble in the air makes you fall faster, set up bubble faster, and landing causes a shock wave that does minimal damage but lots of knockback. Skull of Dire Ahamkara- More defense during nova bomb. Nova Bombs damage can be increased by absorbing damage during nova bomb. Grants "Embrace the Void". Skyburner's Annex- Heavy kills drop orbs. Orbs give both super energy and special ammo. Picking up an orb grants a brief increase to special reload speed. Knucklehead Radar- Grants radar on all weapons while aiming, and grants the Keen Scout perk on any subclass. Radiant Dance Machines- Faster movement while aiming, better accuracy while airborne. The Stag- Teammates who die spawn baby orbs. Orbs grant a brief overshield. Immolation Fists- Grants Cauterize and Explosive Pyre. *NEW* True Friendship Machine gun (name in progress)- Gain bonus defense but lower speed the longer you hold down the trigger button. Lucky Raspberry- Arcbolt grenade chains farther and activates faster. Spawn with grenade energy. Zen Meteor- Explosive shot can be activated by just landing precision hits. The Chaperone- It is now a low rate of fire shotgun.Slightly higher precision damage. Getting precision kills grants more range (stacks up to five). You lose 2 stacks if you get a non-precision shot. Gets spray and play or feeding frenzy. At the fifth stack it would have the range of something like a low range hand cannon (without the crap accuracy). Hereafter- Crouching increases zoom. Headshot kills create a blinding explosion. Afflicted enemies take more damage from all sources. (Used for crowd control) Empyrean Bellicose- Magnet grenade explodes 3 times and has more intense tracking. Each explosion is a different element. (Used to quickly kill shielded enemies) No Land Beyond- Keeps the bolt action. Landing precision shots grants a buff that increases the damage of the next precision shot. Can chain continually. The buff lasts just long enough to reload and get another shot to renew the timer. (Used for boss nuking.) EDIT: Pocket Infinity- Holding down the trigger after the weapon begins to fire would make it release a stream of energy, not just rapid bursts. The longer you hold it, faster it drains ammo. Its main perk would be that landing shots has a small chance to return some ammo to the magazine. This perk triggering would also temporarily slow the rate at which the gun drains ammo. Thorn- The more stacks of poison applied at one time, the longer each lasts, and the more range Thorn gets. The poison does slightly more damage than it currently does. Peregrine greaves- Normal exotic perk and grants icarus on primary weapon.

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  • [quote] *NEW* 1ce Cr0wn- Storm trance causes enemies to slow down when caught in its range. [/quote] Uhm How about NO. just no no no. That makes it even more OP. Also try not to do wat bungie doe with warlocks yourself there, Also is it me, or is most of the titan exotics kinda lame?

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    • Golden gun can crit just not majors or ultras

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      • What about for peregrine greaves add an intrinsic icarus perk to fit the high flying theme

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        • .......most of these are like really op though.

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        • These are the worst ideas I've ever seen. I'm sorry, I don't mean to seem rude but all of these are so unbelievably broken. I main Bladedancer but even I wouldn't use Mask of the Third Man (with the changes you proposed) because it is just downright unfair. I get that we need to buff some weapons, but this is most definitely not the way to do so.

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          • [quote]Helm of Inmost Light- Normal exotic perks, but the farther you fly using the dive bomb, the larger the area of effect of fist of havoc, and the more damage you do.[/quote] Hah, no. [quote]Insurmountable Skullfort- Makes spike grenade last longer, and has a larger area of effect.[/spoiler] Titans already have the Lightning Grenade. They don't need any other long-range grenades with ridiculous AoE. [quote]Helm of Saint-14 Makes bubble blind and makes bubble drop more orbs. Minions that die within the bubble drop heavy ammo.[/quote] By "Minion" do you mean "Minions of the Darkness"? Because you can't have that perk in PvP. [quote]Celetial Nighthawk- 7x damage but only one shot with golden gun. Lowers movement speed dramatically while golden gun is activated. (MeCree inspired)[/quote] This one confuses me. It already does 6x damage. Why add another 100% and grant a movement penalty? I'd personally rather stick with the original perk which still has the highest damage output anyway. [quote]Impossible Machines- Grants Landfall. The landfall is as good as the old landfall[/quote]. So kinda break Landfall again? [quote]*NEW* 1ce Cr0wn- Storm trance causes enemies to slow down when caught in its range.[/quote] Warlocks don't use leet speak. [quote]Apotheosis Veil- Storm trance no longer drains super when ionic blinking. I also saw a lot of people complaining about this one.[/quote] I don't blame them for complaining. The super drain is what keeps Ionic Blink in line. [quote]Heart of the Praxic Fire- When radiance is active, your grenade energy and melee energy fills completely and doesn't go down at all, and you can throw grebades [sic] faster, but afterwards you suffer burnout. This means you cant [sic] sprint, you get lower agility, and you take slightly more damage for 7 seconds.[/quote] The benefits do not outweigh the cost. Gift of the Sun with max discipline already results in insta-throw grenades for the whole super. I don't run max strength, so I don't know the cooldown there. If it's anything like max dis without GotS, it's still incredibly fast. [quote]Red Death- Kills regenerate your health. Kills at max health grant a brief overshield lasting 3 seconds. Sunsinger melee shield strength. The idea is that you can just keep shooting and killing using the weapon. The shield only gives 1/3 of a shield. (Forgot to originally mention that)[/quote] Granting health on [i]every[/i] kill with Red Death is already powerful enough (original design was health on precision kills only). The overshield can push it over the line into overpowered territory. [quote]Stand Asides- Activating bubble in the air makes you fall faster, set up bubble faster, and landing causes a shock wave that does minimal damage but lots of knockback.[/quote] Why not cause suppression instead of a knockback. I feel that would fit more with the Defender role. [quote]Knucklehead Radar- Grants radar on all weapons while aiming, and grants the Keen Scout perk on any subclass.[/quote] Would actually be kinda neat if it gave you Third Eye on all weapons and the ability to see enemies with supers and low health. [quote]Immolation Fists- Grants Cauterize and Explosive Pyre.[/quote] Just no. Cauterize should never be a perk granted by exotics. Sunbreakers don't need more nerfs to happen. [quote]Empyrean Bellicose- Magnet grenade explodes 3 times and has more intense tracking. Each explosion is a different element. (Used to quickly kill shielded enemies)[/quote] Thus would quite possibly be broken in PvP. Stickies already track incredibly well when thrown properly. [quote]Thorn- The more stacks of poison applied at one time, the longer each lasts, and the more range Thorn gets. The poison is the same as it is right now.[/quote] Thorn just needs to go back to where it was before they killed the DoT length. I thought it was at a fairly perfect level with the last nerf killing its exotic status.

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            • Some of your ideas are just ridiculous and too long to put in a weapon description but I'll give you that some such as helm of inmost light are really good ideas.

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              • "Necrocoaster" Sounds like the most metal Rollercoaster ever. Mostly pretty interesting ideas.

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                • Necrocasm is fine as is. Just needs to be updated to Y3... they did it for Thorn why not Necro and Vex. Vex has a better chance since it could be that they used Siva Tech to Upgrade it. As for the Thrall Explosion it is the same as Bloom. Does good damage.

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                • Helm of inmost light would be awesome like that! I love that helmet in pvp! "Oh look a Titan is charging right at me and now jumping up high, he thinks he's gon--, what the hell was that!?"

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                • Edited by Boatman6: 10/12/2016 1:59:52 AM
                  I like the arachnid idea

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                • Some I agree with, some I don't

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                • Did you really just say necrocoaster....?

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                  • [quote]This list is just a bunch of ideas I and my friend space magic ooo had one night. If a change seems strange or unnecessary, it may have been made to give the exotic a little bit more of a specified role to play. We also put in a few extra ideas we had for new exotics, but those can for the most part be ignored. And if you think that any of our ideas are crazy or overpowered, please feel free to leave your constructive criticism. And if there are any exotics that YOU feel need a buff, go ahead and tell me. Im open to any new ideas. [spoiler]Exotics are supposed to be fun and feel strong, but shouldn't unbalance crucible, lest they suffer the same fate as Thorn. Focus more on practical effects in PvE that won't destroy PvP[/spoiler] Peregrin Greaves- Activating bubble in the air makes you fall faster, set up bubble faster, and landing causes a shock wave that does minimal damage but lots of knockback. [spoiler]Peregrine greaves are good where they're at. Maybe put this perk on Mk.44 Stand Asides, because you know, the name fits[/spoiler] Necrocoaster- Headshots have a chance to trigger a thrall explosion. Enemies caught in thrall explosion will apply a buff that increases damage (10 per body shot 20 per headshot). The buff lasts for 6 seconds, and it applies 1 stack per enemy killed. Consecutive explosive kills add 1 second to the timer. (Used for add control) [spoiler]Necrocoaster is also ok where it's at (this coming from someone who still doesn't have the Crutch of Crota. Maybe have any enemies killed by the explosion generate more consecutively weaker explosions[/spoiler] 4th horseman- Thunderer perk. Max stability, and gains shot package, but minimum possible range and impact. Low reload speed. Third row perks allow for either better reload speed, field scout, or quickdraw. (Used for burning majors) [spoiler]Lolwut. 4th horseman is already "good" where it's at, this just looks like a stat reroll[/spoiler] The First Curse- Stupid high range and alright stability. Given a slightly more beefy version of zen moment. Third row perks are single point sling, explosive rounds, and high caliber rounds. Main perk grants all three third row perks and armor piercing rounds after the first precision kill of a magazine. Also has outlaw as first perk. [spoiler]Having explosive rounds on a weapon that rewards precision kills is not a good idea. The First Curse is a weapon that rewards range and precision, have the perks complement that. High caliber rounds and Armor piercing rounds increase range, but maybe having something like no damage dropoff when the primary perk is acive would be better. Or increase the [b]damage[/b], range, and stability when the primary perk is active. Or give it perfectionist. Anything that rewards precision and grants range[/spoiler] Helm of Inmost Light- Normal exotic perks, but the farther you fly using the dive bomb, the larger the area of effect of fist of havoc, and the more damage you do. [spoiler]Good exotic buff 10/10[/spoiler] Young Ahamkara's Spine- Gives 2 tripmine grenades, longer grenade length, makes grenade beams smaller and harder to see. [spoiler]Why not have it also show when it's ben triggered through walls (a la Widowmaker)[/spoiler] Insurmountable Skullfort- Makes spike grenade last longer, and has a larger area of effect. [spoiler]This perk is too specific. Maybe have somethimg like enhanced grenades, and getting a kill with a grenade procs force barrier[/spoiler] Mask of the Third Man- Bladedance uses no energy when attacking, and gives "encore". [spoiler]Good, annoying in PvP[/spoiler] Helm of Saint-14 Makes bubble blind and makes bubble drop more orbs. Minions that die within the bubble drop heavy ammo. Drop special ammo in Crucible. [spoiler]The last thing we need in crucible is more shotgun ammo. Maybe have kills while in the bubble or just recently out of the bubble (3 secs) grant orbs and heavy, no heavy in crucible.[/spoiler] Celetial Nighthawk- 7x damage but only one shot with golden gun. Lowers movement speed dramatically while golden gun is activated. (MeCree inspired) [spoiler]Keep Celestial Nighthawk the way it is, but have players be able to have 1 6x damage shot and its original perk, better gun accuracy while in the air. Maybe have it grant keyhole [i]and[/i] combustion[/spoiler] ATS8 Arachnid- Hits with golden gun causes intense burning and can hit critical shots. [spoiler]Yes[/spoiler] Impossible Machines- Grants Landfall. The landfall is as good as the old landfall. [spoiler]Sure, why not[/spoiler] Glass House- Makes weapons and blessings slightly more effective and last 20 seconds. Auto refreshes buff for 10 seconds after the bubble disappears. [spoiler]Getting into the mildly more balanced[/spoiler] *NEW* 1ce Cr0wn- Storm trance causes enemies to slow down when caught in its range. [spoiler]Let's be honest, how many enemies get away when stormtrance is active[/spoiler] Apotheosis Veil- Storm trance no longer drains super when holding the attack button. [spoiler]Ok, back to being 2 OP 4 me. Rather than that, just have some form of Encore fore stormcaller[/spoiler] Starfire protocol- When your first grenade charges full, the second one also charges full with it: 2 for the price of 1! [spoiler]Programming this would be a nightmare and most likely result in a broken exotic. Good idea though[/spoiler] Heart of the Praxic Fire- When radiance is active, your grenade energy and melee energy fills completely and doesn't go down at all, and you can throw grenades faster, but afterwards you suffer burnout. This means you cant sprint, you get lower agility, and you take slightly more damage for 7 seconds. [spoiler]I don't think that exotics should nerf the user, no matter how good their perk is. I'm looking at you Aclyophage Symbiote. Canonically speaking, give it self rez without reduced duration and half the cooldown times it jas now when radiance is active[/spoiler] Red Death- Kills regenerate your health. Kills at max health grant a brief overshield lasting 3 seconds. Sunsinger melee shield strength. The idea is that you can just keep shooting and killing using the weapon. [spoiler]Pls no, just give it increased armor or something, no more sunsinger overshields[/spoiler] Don't Touch Me's- Grants invisibility upon being melee'd and also an effect similar to electrostatic mind that damages nearby enemies while invisible. [spoiler]Good, good[/spoiler] Claws of Ahamkara- Grants two melees and gives your voidwalker melee Bloom, and your sunsinger melee brimstone. [spoiler]Shuuuuuuuurrrrrrrrrrree[/spoiler] Stand Asides- (No idea) [spoiler]See above idea. Also in Destiny's pre release images, there's a titan running around with a tiny ward of dawn only around him. Maybe have them make WoD a roaming super with Melee only restrictions[/spoiler] Skull of Dire Ahamkara- Invincibility during nova bomb. Nova Bombs damage can be increased by absorbing damage during nova bomb. Grants "Embrace the Void". [spoiler]good for strikes with burn when you don't want to switch to another subclass. Unfortunately, I see this being used as another end all be all super like the dreaded Fists o' Panic[/spoiler] Skyburner's Annex- Heavy kills drop orbs. Orbs give both super energy and special ammo; rarely gives heavy ammo. [spoiler]I have no clue what to do with this exotic, so why not? Also no orbs granting heavy in crucible[/spoiler] Knucklehead Radar- Grants radar on all weapons while aiming, and grants the Keen Scout perk on any subclass. [spoiler]A buff that Chuckle-blam!- Radar desperately needs[/spoiler] Radiant Dance Machines- Faster movement while aiming, better accuracy while airborne. [spoiler]Give them Dunemarchers perks but replace one of it's perks with Icarus[/spoiler] Khepri's Sting- Crouching grants invisibility. Invisibility stabs cause poison. Very low damage, but lasts for 4 seconds. (Used for keeping enemies from regenerating.) [spoiler]Isn't this what it already does?[/spoiler] The Stag- Teammates who die spawn baby orbs. Orbs grant an overshield. [spoiler]Orbs grant a bonus to all stats, stacks 3 times. Plus its original perk[/spoiler] Immolation Fists- Grants Cauterize and Explosive Pyre. [spoiler]Yes[/spoiler] [spoiler]pls I'm running out of room[/spoiler] Lucky Raspberry- Arcbolt grenade chains farther and activates faster. Spawn with grenade energy. [spoiler]Yes[/spoiler] Zen Meteor- Explosive shot can be activated by just landing precision hits. [spoiler]It's already good where it's at[/spoiler] The Chaperone- It is now a low rate of fire shotgun.Very high precision damage. Getting precision kills grants more range (stacks up to five). You lose 1 stack if you get a non-precision shot. Gets spray and play and feeding frenzy. At the fifth stack it would have the range of something like a low range hand cannon (without the crap accuracy). [spoiler]good where it's at, maybe RoF nerf with PvE damage buff[/spoiler] Hereafter- Crouching increases zoom. Headshot kills create a blinding explosion. Afflicted enemies take more damage from all sources. (Used for crowd control) [spoiler]Enemies affected by blinding take full blind effect (for crucible)[/spoiler] Empyrean Bellicose- Magnet grenade explodes 3 times and has more intense tracking. Each explosion is a different element. (Used to quickly kill shielded enemies) [spoiler]Yes minus different elements, plus original perk[/spoiler] No Land Beyond- Keeps the bolt action. Landing precision shots grants a buff that increases the damage of the next precision shot. Can chain continually. The buff lasts just long enough to reload and get another shot to renew the timer. (Used for boss nuking.) [spoiler]Yes gimmick weapon needs buff[/spoiler] [spoiler]Oh no, I ran out of roo[/spoiler]

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                    • I stopped reading at Red Death. Most of these sound like they would make the weapon or armor overpowered. Arc Blade uses no energy, Strom trance uses no energy, Red Death gives you a Flame Shield level over shield at max health? Gimme a break. As much as I'd want exotics to be stronger than legendaries, they shouldn't have mechanics that break the game.

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                      • give burns to all exotic primaries! then we would use them in pve and would barely change pvp.

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                        • Your first curse idea completely defies what it is meant to be. It is not a reload or fast firing gun. Quickdraw is way better for it.

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                          • Whats amazing is that i got the most outcry against the name of "Necrocoaster"... Hmmm, strange. But i have made a few sweeping changes recently, so please re-read if you saw the old list. Specifically Mask of The 3rd Man has been nerfed and so has Apotheosis Veil.

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                          • This is satire right? Super no longer going down? How is that balanced? Permanent Bladedance/Stormtrance/insert super here. Is OP as hell. Even in PVE.

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                            • I like idea that exotics gets a buff, mostly because u can only wear one of them and most exotics are weak, but some of ur ideas made them too overpowered and some was okey

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                              • The Mask of the Third man would be so broken. As sick as it would be, it would be insanely good. As long as there are adds you have an infinite super.

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                                • I stopped reading at [quote]Necrocoaster[/quote]

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                                  • Some of these ideas are coil, but that Mask adjustment you suggest would break the crucible.

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                                    • Rip game balance Mask of 3rd man would make arc blade more broken then y1

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                                      • So kephri's gets a nerf? Its poison lasts 9 seconds now.

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                                        • The problem with exotics is this: 1. You can't have exotics be some of the most powerful weapons in the game AND have them be as common as they are today. It just doesn't work that way. Powerful items need to also be proportionately hard to get and ANY exotic today is just too easy to get with 3oC and quests for most other exotics. 2. The community already bitched/whined with how hard exotics were to get in Y1. In Y1 exotics WERE some of the most powerful weapons in the game, but they were also extremely rare and hard to get. This wouldn't be an issue if forced obsolescence and nerfs were a thing, but they are and so everyone is under pressure to try to get them, and in that situation, not everyone is going to get them WHEN they are still powerful and relevant and get the chance to enjoy them because RNG is so unforgiving. IMO, things were better in Y1 when we ground persistently to get the best weapons in the game. Now, most of the best weapons are served up to people on a silver platter and the "best" weapons are extremely mediocre. The only thing to really grind for is lightlevel, which is really unfulfilling and provides no sense of power progression. If we want exotics to be powerful again, we have to accept the fact that they NEED to be harder to get, which means that we need to be willing to give up 3oC or at least make 3oC FAR more rare and harder to get in large numbers. And I don't think that is where the community is. They want their cake and they want to eat it too.

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