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Destiny 2

Discuss all things Destiny 2.
Edited by Stacotto: 10/22/2021 10:59:30 PM
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Exotic Catalysts and Reworks (10/22 update)

Just a list of things I've been thinking of for about 2 weeks now. I'm no game dev, I've put an average of like 45 seconds of thought into each one. [b]New Exotic Catalysts[/b] Eyes of Tomorrow: Threat Assessment - Hitting a single target with all six rockets now triggers Adaptive Ordinance. Thunderlord: Bolt from the Blue - Lightning Strikes partially refill this weapon's magazine from reserves. (10 shots to proc a strike on one target, 5 shots returned; seems reasonable to me, basically becomes Subsistence when using for add clear). The Last Word: Standoff - Significantly increased handling, target acquisition, and damage when surrounded by 2 or more enemies. This buff lingers and kills extend the duration. Divinity: Providence - Increase the damage and explosion radius of Penance. Wavesplitter: Resonant Frequency - Damage dealt at the highest level Staggers unshielded combatants. Strong against Unstoppable champions. Xenophage: Omar's Revenge - Hold reload to swap to a high damage precision shot. This weapon now deals increased damage against Hive. The Chaperone: Lonely Road - Grants bonus mobility and sprint speed while not near allied players (Lightweight); this bonus is always active while Roadborn is active. Tarrabah: Rabid Frenzy - Increases Ravenous Hunger duration, kills now kickstart health regeneration. Le Monarque: Lethal Dose - Poison arrows now also make enemies Volatile (obviously this'd have to wait for the Void 3.0 update). Malfeasance: Primeval Hunger - Explosive Shadow detonation now also spreads tainted slugs to nearby enemies; increases detonation damage. Two-Tailed Fox: Chaotic Payload - Direct hits with both rockets cause an Arc explosion. +20 Handling. The Queenbreaker: Vandal's Cunning - Marksman Sight increases target acquisition; Combat Sight increases movement speed. Devil's Ruin: Blaze of Glory - Staggering a champion refills this weapon instantly. Increases reload speed. Monte Carlo: Not Just For Show - Increases uncharged melee damage and range (read: [i]BAYONET[/i]), damage increases with Markov Chain stacks. Bastion: Three Hit Combo - Deals bonus damage for landing all three bursts on the same target. Thorn: Deeper Understanding - Soul Devourer's damage bonus now stacks up to three times. Cloudstrike: Lightning Rod - Reduces flinch taken from elemental damage. (Honestly couldn't think of anything more fitting without dipping into Riskrunner and Thunderlord's turf. Remember that most damage you take in PvE is elemental, so consider it free Unflinching). One Thousand Voices: Cursed Breath - Fire lingers where this weapon has struck. (Flame patches on the ground, damage over time on anything it doesn't outright kill) The Lament: Dreadnought - Dealing damage while revved up generates sword energy. Jötunn: Odinsight - Aiming down sights increases projectile speed and tracking capability. Truth: Advanced Trueseeker - Holding your crosshair over the target increases tracking potency (in practice it'd look like the lock on boxes present on Ticcu's and EoT, but it takes a second to mark). Anarchy: Vicious Cycle - Arc chain damage increases over time; adding a new mine carries over the current damage level. (Rewards those who keep track of their timers). [b]Reworked Catalysts:[/b] (Current masterworking bonuses remain unless specified) D.A.R.C.I.: Tactical Analysis - Killing a target grants bonus damage to targets of that race for a moderate duration. Tractor Cannon: Reverse Polarity - Swap firing modes to cause this weapon to pull enemies in. Sleeper Simulant: Re-calculation - Beams ricochet one additional time, refracted beams now track enemies. (Ideally, a single refracted beam shouldn't one-shot a guardian in this case). Merciless: Extermination - Refunds one round from reserves if the final round fails to kill the target. (Yes this would proc over and over until the target dies or you run out of ammo, whichever comes first. Side note, can we please get a visual timer for Impetus?). Coldheart: Leidenfrost Effect - Laser damage now decays over time (instead of just dropping the moment you stop hitting the target). Prometheus Lens: Prominence - Enemies killed by the primary beam leave pools of fire on the ground. Sturm: Stand Together - Grants Drang Harmony while both are equipped. Vigilance Wing: All Seeing Eye - Gain Truesight when you are the last living member of your team. (OP? Maybe. On brand? Absolutely. Side note, can we please get this thing a Trials ornament?). Replaces Full Auto. The Jade Rabbit: Bag of Tricks - Precision kills cause enemies to explode and debuff nearby enemies based on your equipped subclass (same rules as new Bombardiers). Skyburner's Oath: Victory or Death - Extended combat (i.e. Frenzy) increases this weapon's fire rate and damage. Dying while this perk is active causes a Solar explosion at your location. Sunshot: Sunburst - Enemies marked by Sunburn now also trigger Sun Blast on death. (Lessens the need to land the kill shot with Sunshot itself). Borealis: Ionic Conversion - Picking up an Orb of Power or matching Elemental Well returns ammo to the magazine and activates Ionic Return. Arbalest: Old Dog, New Tricks - Increased stats based on the currently equipped subclass; increased magazine size. (Read: Elemental Capacitor and +2 to the mag) Crimson: Taste for Blood - Lethal Remedy triggers uninterruptible health regeneration for one second. [b]Minor Exotic Reworks:[/b] The Huckleberry: Rename Rampage to "Stampede", to differentiate from current Rampage, as it still uses pre-Shadowkeep damage modifiers. Maybe give it Rampage Spec duration. Please give us a timer again. Worldline Zero: Just make it a Vortex Frame baseline, increase Tessaract damage. Legend of Acrius: Trade out Long March for Threat Detector. Deathbringer: Don't get me wrong, it's in a fantastic spot right now, but give its scope a reason to exist; let us lock on to a target and the the split projectiles prefer to track that one. [b]Major Rework[/b] Salvation's Grip Intrinsic Trait: Cryocannon - Hold to charge, release to fire. This weapon's projectiles instantly freeze enemies or create Stasis crystals on surfaces. Hitting a frozen target causes a Super Shatter, dealing increased damage. Perk: Flash Freeze - Charging this weapon increases the freeze radius or the amount of Stasis crystals created. (So, same) Catalyst: Absolute Zero - Charged shots also increase freeze duration and Super Shatter damage. The Colony: Intrinsic Trait: Hunter-Killers - This weapon's grenades are insectoid robots that seek enemies and attach, dealing minor damage and slowing the target before exploding. (Not a Stasis slow, think Snare Bomb) Perk: Serve the Colony - Grenades slowly repopulate the magazine over time (a la Reconstruction); final blows instantly reload one round from reserves. Catalyst: Swarm - Grenades can now track from the air. Some are dramatic and game-changing, some are not. I attempted to follow Bungie's usual M.O. for catalyst design.

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