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Destiny 2

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1/13/2020 6:02:04 PM
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How to rework the Aeon Exotics so they aren't completely rubbish

[b]Aeon Safe[/b]: [i]Enemy combatants slain will grant ammo to you and other aeon cult members. Minors count for primary, Majors and Enemy Guardians count for special and Ultras and Bosses count for power[/i] [b]Aeon Soul[/b]: [i]Enemy combatants slain will grant a portion of melee, grenade and class ability energy to you and other Aeon Cult members in range. With Ultras, Bosses and Enemy Guardians granting the highest portions[/i] [b]Aeon Swift[/b]: [i]Enemy combatants slain will grant you and other Aeon Cult members a boost to movement, handling and reload speed. The duration timer extends the more Aeon Cult members are in your fireteam[/i]

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  • Each class have the same thing. Throwing grenades gives grenade energy regardless of class, melee gives energy regardless of class, and class ability gives class ability energy regardless of class. Having them divided can make one class's exotic worse than another's and lowers the choice factor.

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