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#feedback

Edited by DMHCook: 4/20/2018 2:01:07 AM
50

Exotic armor that needs buffs

I like all these buffs

153

I like some of these buffs

93

I do not like any of these buffs

31

Hunters Young Ahamkara's Spine: Just give it 2 Tripmines and It'd be better Mechaneers Tricksleeves: Reloads Stowed Sidearms The Dragons Shadow: Increases dodge distance, kills slightly recharge dodge (stacks 3x) Lucky Pants: Reload Stowed Handcannons, Faster HC Reload Aeon Swift: Dodging near allies recharges all their abilities Graviton Forefeit: Allows you to ShadeStep when dodge is off cooldown (Does not reload/grant ability back) Titans Khephri's Horn: Sends a wall of fire the same length as the barricade Crest of Alpha Lupi: Grants orbs everytime a barricade is popped Aeon Safe: Using barricade recharges all ablities to nearby allies PeaceKeepers: Submachine guns now carry increased ammo ACD/0 Feedback Fence: Increased Melle attack speed, Increased explosive damage, melee kils grant increased super energy Warlock The Stag: Rift now is healing and empowering, but a slightly weaker version of the 2 Sunbracers: Gives 2 solar gernades Aeon Soul: Throwing gernades recharge all ablities for allies Wings of Sacred Dawn: No longer affected by in air accuracy penalties Vesper of Radius: Sends out a shockwave in a circle (think D1 FOH type shockwave) Let me know if you think these buffs are trash or good, and what armor pieces I missed that need buffs [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. See [url=https://www.bungie.net/en/Forum/Post/139533839/0/0]Cozmo's thread[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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#feedback

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  • the wings of sacred dawn one is super overpowered.

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    • i feel like this is partially their plan with exotic armor masterworks. adding additional perks. sunbracers better get 2 solar grenades with its masterwork. that was the main reason it was cool in the first game.

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    • I have no idea why they were so stupid to nerf some exotics like sunbracers to not give 2 grenades anymore, like we wouldnt be pissed off they removed a standard perk around for 3 years with no justification?

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    • I think the barricade from Kepri's Horn should be constantly in flames and enemies that get near or try going through suffer ignite. The Skull from Dire Ahamkara for warlock spoils be a combination of Obsidian Mind and the original skull. Hunters have the best Exotics in D2. Orpheus, Jesters, Raiden, Celestial.

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    • Like 90% of the exotics need to be buffed. Short of the Ophidian Rig, Skull of Dire Arhamkara and Sunbracers, I have little incentive to use ANY exotic armour.

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      • If it's a buff, then I like it. Just as I felt in D1, and it goes triple for D2.

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      • Edited by Abyss: 4/20/2018 1:10:51 AM
        legit all exotic armor needs to be buffed and reworked to the max

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      • Edited by Demon_XXVII: 4/19/2018 3:03:30 PM
        The Hunter [i]Shinobu Vow[/i] An absolute waste of exotic slot An 'extra grenade' is no exotic perk!

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        • [quote]Graviton Forefeit: Allows you to ShadeStep when dodge is off cooldown (Does not reload/grant ability back)[/quote] -blam!- Shadestep. [quote]Wings of Sacred Dawn: No longer affected by in air accuracy penalties[/quote] This is already the case, so long as Tome of Dawn is active. [quote]Aeon Soul: Throwing gernades recharge all ablities for allies[/quote] Get two Warlocks on your fireteam and you can spam infinite grenades. [quote]Vesper of Radius: Sends out a shockwave in a circle (think D1 FOH type shockwave)[/quote] Sounds OP.

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        • Dude I don't care I just hope they bring back Void Fangs for the lock and helm of Inmost light so I can have my Death from Above back

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        • Yes, I think these are pretty good overall. I would also buff the Nezarec helmet for Warlocks by increasing the amount of energy restored to all abilities slightly.

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          • "Reloads Stowed Sidearms" ..GTFO, what are you re------ man???? way to make it even more trash!

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            • Calus: I will have two #9s, a #9 Large, 2 #6s, one with extra dip, a #7, 2 #45s, one with cheese, and a large soda.

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            • I'd like to see Young Ahamkara's Spine changed, but also a change to trip mines in general. Lower damage, two charges default, faster recharge. YAS could add a third charge, doubled duration, and the marking effect.

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              • Voidfang Vestmen....... Damn.

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                • Khepri’s Horn should just spawn a Sunspot on your Barricade

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                  • Edited by Alasdair: 4/19/2018 5:20:29 PM
                    I feel like the titan rocket boots need some love. Better control is nice, but why not this? Double tap the jump button to activate a long, controlled jump. Hold jump to ascend. Hold Jump + Direction to 'go fast'. Touching the ground, or 'running out of fuel' ends the perk. Don't really know how long you should be able to stay in the air, but there'd be an accuracy penalty, so maybe a minute? Seems to long, but anything less sorta feels too short. lol

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                    • Helm of saint weapons and blessing of light

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                      • Edited by Fridén: 4/19/2018 7:41:52 PM
                        Few things: Mechaneers Tricksleeves: Reloads Stowed Sidearms; I would go even farther with this. Since this is specific to only sidearms, it should max out the handling of sidearms, increase their accuracy, and remove any in air accuracy penalties sidearms have. In addition, it should increase damage of sidearms to "minions of the darkness." Lucky Pants: Reload Stowed Handcannons, Faster HC Reload; Same buff as I described above, except to handcannons. Graviton Forefeit: Passive increased cooldown to shadestep would probably be better. Made it like you had two stacks of class ability cooldowns on. Also make it so passing through your smoke or grenade makes you briefly invisible. Khephri's Horn: Sends a wall of fire the same length as the barricade; We already have an exotic that does something similar.

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                      • I reckon they need to be bigger than that. Examples: Helm of Saint-14: -Ward of Dawn lasts twice as long and blinds enemies who enter, refilling ability meters for each blinded enemy. Nezarec's Sin: -25% more damage from Void abilities and weapons. Void kills are more likely to generate Power Ammo. Young Ahamkara's Spine: -Grants two Tripmine Grenades. Tripmines stun and mark damaged enemies for 30 seconds. Exotic armour needs to feed into a subclass based build that's powerful and unique - e.g An Insurmountable Skullfort right now allows you to easily destroy trash mobs indefinitely and generate grenade energy. That's the level of power and design we need.

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                      • Helm of st 14: f Grants blessing of light when passing through a ward of dawn.

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                        • [i]"Crest of Alpha Lupi: Grants orbs everytime a barricade is popped"[/i] Would be ridiculous in PVP...

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                          • Imagine if Bungie buffed the Lion rampant by adding the perks of the Peregrine greaves from D1 to it.

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                          • what about dunemarchers? they are currently no good there.

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                          • Only keen on 1 of the Hunter buffs the rest for other classes are ok

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                          • Edited by Starkweather: 4/19/2018 8:09:49 PM
                            [b]Vesper of Radius[/b] should have a constant field of damage similar to stepping in Radiolarian fluid but more potent. [b]Wings of Sacred Dawn[/b] should grant an overshield after a precision kill while Tome of Dawn is active....or maybe a kill in general considering how much of a sitting duck you are using this. [b]The Stag[/b] should grant you and your allies increased grenade and melee regeneration while standing in a Rift

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