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Destiny

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Edited by Bungo: 10/15/2016 7:24:40 AM
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Bungo

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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