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Destiny 2

Discuss all things Destiny 2.
10/26/2020 9:11:34 AM
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Exotic Concepts

Hello everybody. Here I want to show you my ideas on making a fun game funnier with new and different exotic, trait, perk etc. concepts. Might bungie take a look at these ideas and we may actually see them in game in future. Fingers crossed. I might also update if I come up with new ideas. Note that I have not played destiny 1 and not have fully experienced destiny 2 yet so some of these ideas might actually be in game. Please warn in that case. Armors: -Your grenades can damage you. If you take damage from your own explosions that damage is reflected to all nearby enemies with increased damage. -Every 5 sec sprinting starts regeneration and gives 1 sec immunity to damage. -When your shield depleted your Rift instantly cast whether its on cooldown or not. Also you get 1 sec immunity to damage. This effect has 45 secs cooldown. -Your barricade no longer blocks damage and its not placed on ground. Instead you carry a smaller barricade for 2 sec and it reflects all the projectiles coming infront of you. Reflected projectiles deal increased damage. Barricade has increased cooldown. -Your Rift no longer gives you buff. Instead it pulls all nearby enemies. 1 sec after the pull rift blast and deals damage depending on your chosen subclass. -Your melee attack can be used from mid range and teleports you behind the enemy. If your grenade kills an enemy that enemy fights for you for 5 secs. Can only effect rank and file enemies. Max 3 enemy can fight for you. -Your dodge ability now creates a clone of yourself for 3 sec which taunts enemies. Clone cant move and attack. -Your grenade tethers all nearby enemies. After 1 sec of being thrown it pulls all tethered enemies and explodes. Grenade damage is reduced. -Every enemy within the explosion radius of your grenade increases its damage by 10%. -Your weapon shots have little chance to be duplicated without spending any ammo. The chance depends on weapon type. -You take less damage based on your missing shield and health. -You always regenerate health even when taking fire but your regeneration rate greatly reduced. -Rift is instant cast and moves with you as long as you stay on ground but it last shorter and has increased cooldown. -You are covered with an aura constantly dealing damage to nearby enemies. Damage type depends on your subclass. Additionally your running speed is increased. -Everytime you lose %25 of your total shield you blast nearby enemies. Damage type depends on subclass. Has 2 sec cooldown. (A matching weapon trait: Dealing damage with this weapon restores a proportion of your total shield.) -Sliding leaves behind a trail which deals damage to enemies. Damage type depends on subclass. Your sliding distance and speed increased. Has 3 sec cooldown. -Your melee attack charges you to enemy from a far and replaces your gun with a melee weapon for 5 secs. Attacking with this weapon reduces your melee cooldown. -Healing rift is now gives you a buff which heals you everytime you get hit. The duration is lowered. -After explosion your fusion grenade creates smaller fusion grenades which also attach nearby enemies. If smaller fusion grenades attach to a target their explosion will spread new fusion greanades to nearby enemies who are not attached with fusion grenades. This effect can only happen twice. -Standing still reduces your damage taken and regenerates some health. Weapons: -Each succesful hit with this weapon makes next bullet to deal %5 more damage. This effect is cumulative and bonus is doubled on precision hits. Reloading or missing a shot resets the bonus. (Auto Rifle) -The scope of this weapon shows weak points of the target. Hits on the weak points deal triple damage and relocates the weak point. (Sniper or Scout Rifle) -Precision shots with this weapon deal increased damage but non precision shots deal half of normal damage. -This weapon cannot deal non precision damage instead precision shots deals quadruple damage and refund the ammo to magazine. -If all three shots hit the same enemy the enemy will take bonus damage.(Pulse Rifle) -While this weapon equipped crouching and standing still will make the wielder invisible. Shots fired when invisible will deal 50% more damage and break the invisibility for 1 sec. (Sniper Rifle) -Every sixth hit on the same target with this weapon will deal bonus damage. (Submachine Gun) -Every third shot from this weapon will deal triple damage. If a shot missed before the third one the cycle resets. (Hand Cannon) -The first 9 shots from this weapon will deal bonus damages in this order: 5%, 10%, 15%, 20%, 25%, 30%, 35%, 40%, 45%. The tenth shot will deal 100% damage, pierce through targets and has increased projectile size. 2nd trait: This weapon reloads all bullets one by one. Upon firing 20 bullets in the next reload you will do a spin cocking move and instantly reload all bullets. (Lever- action scout rifle) -This bow fires four arrows at the same time. Charging the bow will reduce arrows' spread. If all four arrows hit the same target your melee cooldown will greatly reduce. Catalyst: Hitting with power melee abilities will make your next shot cast to fire six arrows. (Bow) -Every pellets shot from this shotgun will pierce the enemy. For each pierced enemy pellet damage is increased. -Every 15 sec aiming down the sights will lock on target for 2 sec. During this time every shot will hit the target with precision shots. (Machine Gun) -Everytime you reload this weapon its damage is increased. Alternate fire: Fires both shells at the same time.(2 shells Sawed-off) -Each time you fire with this weapon you have a chance to fire the shade of this weapon on your other hand at the same time. Doing so will not consume any ammo. (Firearms or Handcannons) -This weapon is fired after 0.35 secs of charging. Hitting same enemy two times will spread poison to nearby enemies which deal damage for 2 secs. (Hand Cannon) -If there is only one enemy in the scope this weapon will deal increased damage to the target.(Scout Rifle) -Holdin down the ADS will zoom and grant increased accuracy each sec but also will reduce the damage of next bullet. (Sniper) -This weapon fires tethering shots. Every enemy near the tethered enemy will be tethered and constantly take Lightning damage. -Greanades thrown with this weapon will explode in contact and drag nearby enemies towards the explosion area. -Each new magazine will have a random suprize bullet. The bullet will either deal increased damage to the target or deal normal damage to the wielder. The chance to deal damage to the target is higher. -This weapon fires a single laser ray after 1.5 sec charge. The ray splits into 5 just before hitting to a point each dealing half of the rays damage.(Linear fusion) -Bullets fired from this weapon are larger and upon hitting enemy blast with a fiery explosion dealing damage behind the target in a cone of area.(Hand Cannon) -This weapon reloads as far as you can click the reload button. (Shotgun)

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  • Edited by Emurinus: 10/26/2020 8:54:41 PM
    I'll probably be blunt with the ideas but I have no intention of disrespect towards this.[quote] Armors: -Your grenades can damage you. If you take damage from your own explosions that damage is reflected to all nearby enemies with increased damage.[/quote]So basically ACD/0 Feedback Fence's perk but with grenades? I suppose that works. [quote]-Every 5 sec sprinting starts regeneration and gives 1 sec immunity to damage.[/quote]This would be busted in Crucible and ultimately nerfed. [quote]-When your shield depleted your Rift instantly cast whether its on cooldown or not. Also you get 1 sec immunity to damage. This effect has 45 secs cooldown.[/quote]Immunity is busted and would ultimately be nerfed. Instant Rift cast would be quite annoying in Crucible unless it still plays the animation. [quote]-Your barricade no longer blocks damage and its not placed on ground. Instead you carry a smaller barricade for 2 sec and it reflects all the projectiles coming infront of you. Reflected projectiles deal increased damage. Barricade has increased cooldown.[/quote]Interesting. Would you remain in first person ot be moved to third person for this? [quote]-Your Rift no longer gives you buff. Instead it pulls all nearby enemies. 1 sec after the pull rift blast and deals damage depending on your chosen subclass.[/quote]Would be interesting to use, but I don't see it being all that useful unless it behaves like those annoying Hive traps. [quote]-Your melee attack can be used from mid range and teleports you behind the enemy. If your grenade kills an enemy that enemy fights for you for 5 secs. Can only effect rank and file enemies. Max 3 enemy can fight for you.[/quote]Melee part would be incredibly obnoxious or downright broken in PvP. Turning PvE enemies could be useful, but rather than killing and respawning them, it siphons their health during the duration of their change of heart so there's a chance they turn back if they have the health for it (could allow this to extend to elite enemies as a result). [quote]-Your dodge ability now creates a clone of yourself for 3 sec which taunts enemies. Clone cant move and attack.[/quote]Would be kinda easy to tell it's a fake after a while, especially if it doesn't die if it takes enough damage. Could be useful for non-Nightstalker trees in PvE, though my biggest concern would be exploits arising from this. [quote]-Your grenade tethers all nearby enemies. After 1 sec of being thrown it pulls all tethered enemies and explodes. Grenade damage is reduced.[/quote]As long as suppression isn't involved then it could work in both gamemodes. [quote]-Every enemy within the explosion radius of your grenade increases its damage by 10%.[/quote]I can agree to this. [quote]-Your weapon shots have little chance to be duplicated without spending any ammo. The chance depends on weapon type.[/quote]So basically our bullets have a chance to not be consumed when fired? This makes Mulligan pointless. [quote]-You take less damage based on your missing shield and health.[/quote]Or we could just buff Resilience to be worth something outside of certain PvP thresh holds. [quote]-You always regenerate health even when taking fire but your regeneration rate greatly reduced.[/quote]This would be a complete crutch in Crucible and not have much of an effect in PvE unless the reduced regeneration was passive, but at that point it's a worse version of the Attrition modifier. [quote]-Rift is instant cast and moves with you as long as you stay on ground but it last shorter and has increased cooldown.[/quote]Rather than an increased cooldown, it looses the overshield. Then it wouldn't be broken in PvP [quote]-You are covered with an aura constantly dealing damage to nearby enemies. Damage type depends on your subclass. Additionally your running speed is increased.[/quote]Remove the running speed bonus and maybe you could slap this on the Aeon exotics. [quote]-Everytime you lose %25 of your total shield you blast nearby enemies. Damage type depends on subclass. Has 2 sec cooldown. (A matching weapon trait: Dealing damage with this weapon restores a proportion of your total shield.)[/quote]Not really sure on this one tbh. [quote]-Sliding leaves behind a trail which deals damage to enemies. Damage type depends on subclass. Your sliding distance and speed increased. Has 3 sec cooldown.[/quote]Would be annoying against shotgun apes but otherwise I don't see much of an issue here. Maybe increase the cooldown to 6 seconds though. [quote]-Your melee attack charges you to enemy from a far and replaces your gun with a melee weapon for 5 secs. Attacking with this weapon reduces your melee cooldown.[/quote] Peregrine Greaves: "Finally, a worthy opponent! Our battle will be legendary!" Tbh this sounds more like a detriment unless you get some damage resist during this, and even then I'm not sure. [quote]-Healing rift is now gives you a buff which heals you everytime you get hit. The duration is lowered.[/quote]It...already does this....and without the duration penalty. [quote]-After explosion your fusion grenade creates smaller fusion grenades which also attach nearby enemies. If smaller fusion grenades attach to a target their explosion will spread new fusion greanades to nearby enemies who are not attached with fusion grenades. This effect can only happen twice.[/quote]A sticky MIRV would be interesting, but the followup explosions would have to be weaker or smaller so it's not effectively a "one-shot" in PvP. [quote]-Standing still reduces your damage taken and regenerates some health.[/quote]Literally should be on Mask of the Quiet One if you ask me. [quote]Weapons: -Each succesful hit with this weapon makes next bullet to deal %5 more damage. This effect is cumulative and bonus is doubled on precision hits. Reloading or missing a shot resets the bonus. (Auto Rifle)[/quote]Rampage on steroids. Would be very obnoxious to fight against if it wasn't restricted to at least precision hits only. [quote]-The scope of this weapon shows weak points of the target. Hits on the weak points deal triple damage and relocates the weak point. (Sniper or Scout Rifle)[/quote]I would actually like to see this experimented on with a Scout more than a Sniper tbh. [quote]-Precision shots with this weapon deal increased damage but non precision shots deal half of normal damage.[/quote]Sounds like a discount Box Breathing that's more punishing on bodyshots. More to mention in a second post (thank you character cap).

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    2 Replies
    • These are neat!

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    • Some decent ideas. Nice job 👍

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