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Edited by MissFoxyRubyRouge: 4/11/2020 8:38:36 AM
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We need all new exotics to have champion busting perks

Because only having the artifact guntypes sucks esp this season a side arm or sub machine gun is a joke give us something long range to make champion kills more feasiable esp in master activities. Or You could even pick 3 random exotics old and new and give each one a single artifact mod say for ex each season be like this Barrier-Crimson Unstoppable-Jotun Overload-Acrius Make old exotics fun to play with and usuable again.

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  • Eriana's Vow, is excellent against barriers

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    • Champion mods suck Everytime I run a bunker I have to use a handcannon, smh, sidearm or auto. No shotguns, no fusions, no pulse rifles, no exotics. Good idea, terrible execution

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      • Your random guns would be Sturm Tarrabah Tractor cannon

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      • Erianas vow has built in anti barrier. Divinity has built in overload. All you need is 1 HC charged shot to stop an unstoppable and then go to town with any heavy you want. I agree that champions can be very annoying at times, captains that teleport every 2 secs and servitors that shield each other (rarely), or shield every ad in a 2 mile radius (frequently), but they can easily be dealt with if you take your time and choose an adequate loadout.

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        • OR. Just remove the artificial mechanical bullet sponges and put actual mechanics into this game.

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          • You should just be able to add champion mods to exotics.

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          • Also super elements should have built in anti champion traits. Arc supers - Overload , enemy damage and skill CD lowered Fire supers - stagger , stunlock enemy Void supers - piercing , go trough every shield and barrier directly

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          • Exotics do need seasonal mod slots

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          • Or just do away with the champions altogether.

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          • Or, hear me out. They remove this poorly implemented Champion system that nobody wanted and is just a neusence instead of enjoyable.

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            • Promote this guy to director, get rid of Scarab Lord.

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            • There's a problem with exotics. I dont want to use them. The way my titan is configured it would just be too much of a trade off.

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              • All existing exotics should have champion busting stats. Ace of spades should have unstoppable champion mod built in for example. Merciless should have overload etc etc. Its not rocket science to anyone except Bungie it seems.

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              • Edited by bLooM_pHaZe: 4/12/2020 2:01:24 AM
                Great idea. Bungie, employ this man post haste😂👍

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              • Careful what you wish for cause they’ll just give us a shit purple chalked up as an exotic with champion or barrier mod as the exotic perc

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              • Bungie needs to add the perks to catalysts on the exotics (including the older ones). Use them and upgrade them first. Get to ‘earn’ that use and then take them in to the harder endgame modes where they will shine like there supposed too. Examples: Sweet buiness - antibarrier Arbalest - antibarrier Crimson - antibarrier Sturm - unstoppable Whisender - unstoppable Graviton lance - unstoppable Fighting lion - unstoppable Jotuun - overload Wavesplitter - overload Bastion - overload Izanagis burden - overload All these are examples. Feel free to add more suggestions to the list.

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              • id settle for what ever artifact offers for barrier-overload-unstoppables just to include the exotics in the same classes and they shouldnt need mods after all they are exotics

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              • All exotic weapons should have one or two of the champion mods on them , that should of happened when the champions were added . Also all weapons should be able to have champion mods put on them . Snipers fusions and shotguns also rocket launchers , grenade launchers , and machine guns...... This could be done through the artifact row 1 primary weapons , row 2 energy weapons and row 3 heavy weapons..... At least this would provide some variety to the game instead of just row 1 being champion mods .....just my opinion not everyone's.....

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              • That is all good and having exotics be changed is a good suggestion. It should not be limited to just a few each season. Not everyone has all exotics. Not every one can get all exotics.

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                • Bungie: Releases new champion mechanics that mostly require primary weapons with specific mods. Also Bungie: Doesn't update exotic primaries, making them near useless in end-game content. "Perfectly balanced, as all things should be."

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                • Yep. It’s head scratching to have such a heavy focus on a gameplay mechanic that discourages players from using the most coveted weapons.

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                  • Or... get rid of them entirely?

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                  • We need to ditch champions. That simple. It's little more than an atrocious, push-button, anti-gameplay mechanic (essentially the same for all three variants) that should have never got past the drawing board stage.

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                  • Malfeasance should break one champion's type at least with de 5 bullets explosion. This kind of update could bring back old exo.

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                  • Edited by nusho: 4/12/2020 12:06:15 PM
                    What I propose is that Bungie implement special Catalysts for certain exotics that are tailor-made for taking on champions. You can leave your exotic the way it is, with its catalyst in place, or none at all, or you can go grind champions for the champion-catalyst drop, and then kill champions over and over again to "charge" said catalyst, and then you'll have your champion busting exotics. This way, Bungie doesn't have to make any new exotics. They don't have to add modding to them. And they don't have to take up precious time inventing a new system for exotics to combat champions. All they have to do is create catalysts, a system already in place, that add the functionality to the weapon. Then they can take their time and add as many or as little champ-cats to the game as they want over time.

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                  • I like the champion system; however, I hate that it forces you to use certain weapons. Don't get me wrong, the mods are a necessity when it comes to a champion type of enemy. But...being able to equip the mods onto any gun (except exotics) would a lot better. This choice can be limited, or more open if desired. Primary weapons could be anti-barrier, Special could be overload, and Heavy could be unstoppable. This allows you to choose a better load-out that doesn't limit you. Making it so you only have to acquire three mods to use any weapon (that you can equip mods onto). This doesn't break the game; it makes it more enjoyable. Another way to improve the system is to expand into the special and heavy weapons more. Something hard hitting like a rocket, sniper, or shotgun could be used against unstoppable champions. Same could be said for anti-barrier (it would be a satisfying way to pop that stupid barrier bubble, and cause damage, with a rocket). Fusion rifles , linear fusion rifles, and swords could be overload. I mean engery...overload...just makes sense to me. There are endless possibilities. It's not game breaking because the mod system is setup already to prevent excessive damage. It's to stagger the enemy. I don't want to have to equip a handcannon and a sidearm while my equipment is locked and run through a nightfall. That is just stupid. We all know it's not difficult...but it's annoying. Simply put, there are a lot of ways to improve this mod system to make the experience more enjoyable. In my opinion, what logically makes sense should be put in place. Don't limit players to a few guns only. Just one persons opinion.

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