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Destiny 2

Discuss all things Destiny 2.
Edited by DaNegativeOne: 9/16/2022 7:26:39 AM
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Anybody have a good idea for an exotic? Post it here!

Do you have an idea for an exotic that you'd like to see in Destiny? I'd love to hear it! Here are some of mine: (Note: the Metallica theme in some of the names was a coincidence that I noticed just as I started posting this.) --- [b]Exotic Weapons:[/b] Awoken Flail Mace Heavy - Arc Impact: 100 Swing speed: 0 Charge rate: 50 Guard resistance: 10 Guard efficiency: 10 Guard endurance: 10 Ammo capacity: 60 Exotic perk: This weapon instantly recharges after firing a charged shot(Charge rate after blocking is still the standard charge rate). This weapon creates a storm of lightning on impact when charged. Catalyst effects: Increases charge rate (100) Damaging an opponent with the charged attack heals the wielder. --- Alpengeist Rocket Launcher Heavy - Stasis Blast radius: 100 Velocity: 20 Stability: 0 Handling: 0 Reload speed: 0 Rounds per minute: 10 Magazine size: 1 (X1) Exotic perk: (Warning: Not intended for indoor use!) This weapon fires a volley of rockets that clusters in the air and rains down massive amounts of hail on the battlefield, damage is dependent on how many projectiles hit a target. (For context, this weapon should be able to deal a good 500K without buffs) Catalyst effects: Increases reserves (+1 rocket) --- Mack Linear Fusion Rifle Heavy - Arc Impact: 100 Range: 100 Stability: 0 Handling: 0 Reload speed: 20 Magazine size: 8 (X1) Charge rate: 3,000 Exotic Perk: Strong against unstoppable champions, rounds knock enemies into tomorrow, stunning them. (I cannot emphasize how hard it kicks enemies. Enemies aren't just stunned, they are knocked a few yards back like they were just hit by a Mack truck. Hence the name "Mack". It's also a good reference to the MAC rounds the weapon uses.) Catalyst effects: Reduces charge rate (1500) Increases magazine and reserves (12) --- Verbolten Sniper Rifle Heavy - Solar Impact: 100 Range: 100 Stability: 30 Handling: 20 Reload speed: 70 Rounds Per minute: 60 Magazine size: 4 (X5) Exoitc perk: Precision hits increase the next body shot damage (5%) and vice versa. Stacks up to 20 times. Catalyst effects: Increases reserves (+4 rounds) Increases RPM (90) --- Seek And Destroy Combat Bow Heavy - Solar Impact: 100 Accuracy: 100 Stability: 20 Handling: 20 Reload speed: 20 Magazine size: 1 (X12) Draw time: 6000 Exotic perk: Fires a flaming arrow barrage that deals great damage and scorches enemies. Keeping the reticle over the enemy for more than 5 seconds, while drawing (6 second draw time), maxes the amount of arrows that are launched (10), the damage dealt, and grants the arrows homing. Release to fire. Failure to fire before auto-release will cause the arrows to backfire, cracking the user's shield. Auto-release fires immediately once the bow is fully drawn. (The reticle missiles from Twisted Metal: Black is a good reference, since that's the inspiration.) Catalyst effects: Backfiring no longer deals damage to the user. --- Gatherer's Garden Rocket Launcher Heavy - Void Blast radius: 100 Velocity: 100 Stability: 20 Handling: 40 Reload speed: 75 Magazine size: 1 RPM: 30 Exotic perk: Rockets leech health from enemies. Allies may pick up this health bomb and are healed depending on how many enemies were killed. Catalyst effects: Health now leeches directly to the user and nearby allies. --- [b]Exotic Armor:[/b] Hardwired to Self-Destruct Warlock chestplate Exotic effect: Consuming grenades erode the user's shield, but empowers the user's super, recharging partial energy. If the user's super is already charged, consuming grenades overcharges it, stacks up to 4 times. (Think about the Stareater Scales for Hunters) --- Ride the Lightning Titan Boots "You don't just ride the lightning, you become the lightning." -Commander Zavala Exotic effect: When Thundercrash runs out of energy, the user's shield is consumed to extend the duration of Thundercrash. Thundercrash moves faster and is easier to arch upwards. (The lightning also turns red when your shield has been consumed) --- ...And Justice For All Hunter helmet Exotic effect: While in a fireteam, benefits received are forfeit, but are granted to the rest of the party trifold. --- Load Warlock gauntlets Exotic effects: When cast, Well Of Radiance drops special and heavy ammo. Weapon clips feed straight from reserves and primary weapons have botomless clips while in the well. --- Master Of Puppets Hunter Arms Exotic effect: The guardian's charged melee is replaced with a long range dart that infects enemies, turning them against their allies. This won't affect bosses and challenging enemies. --- Any of these sound good? Let me know.
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  • Verbolten and Ride the Lightening seem incredibly balanced and realistic as exotic options. I have one issue with Load, which is that it's giving 2 ammo types with no penalty. Well is already an incredibly powerful Ult in both PVE and PVP. If you want to buff it, it needs some penalty interaction (either reduced duration, reduced healing, or directive penalties to the Warlocks CDs. I don't think it's a bad idea for Well or Bubble to have some sort of ammo drop interaction, but not without cost. I want to like Mack, but coming from a franchise that was CC heavy (ie Overwatch) I believe it is incredibly dangerous to introduce weapon CC into a game that has virtually zero. Stasis is the only CC in the game and it's only a few abilities that hard CC players and ads. That said, personally I'd like to see more Stasis exotics. I'd love to see one that changes the interactions of the Behemoth super to where crystals automatically explode after 1-2 seconds. It's such an underwhelming Super at this point in time across all gamemodes. I don't know if this should be a Hunter/Warlock exclusive weapon, but I'd love to see the following- The Dagger of Ahamkara: Equippable Special Energy melee weapon- When using the block mechanic (no actual shield) the Dagger charges a lunging melee (Like Lament) consuming ammunition. The dagger can also be thrown, also consuming ammunition, and has a kinetic melee (though significantly weaker in attack and range). I have a few standing exotic changes I'd like to see: Citan's Ramparts: Players can now shoot through Ward of Dawn. Stronghold: Now applies same guard efficiency to glaives. Aeon Cult Exotics: Stacking buffs on Exotic weapons now apply to all fire team members running said exotic. Eternal Warrior: Melee Kills while in Fists of Havoc extend the over shield duration at the cost of class energy.

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