Personally, I think most of them are just kinda crap.
Some pretty useless ones that come to mind:
- Vanguard's Vindication - only restores 7 HP on kill
- Head Rush - requires an extremely specific trigger for a negligible buff to some stats.
- Hakke Breach Armaments - bonus damage against vehicles and constructs, which you barely fight anywhere in the game.
I almost always forget these traits even exist because they barely make a noticeable difference. In my opinion, origin traits could probably be removed from the game altogether and almost nobody would notice. What do you guys think?
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Most are crap. I'd like to see the others or new ones be on par with wild card, field tested, etc
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Edited by CJ: 2/15/2024 10:54:06 PMNadir Focus is probably the best neutral game intrinsic. You're underestimating Hakke B.A, though - it's really useful for breaking barrier quickly, especially on a sidearm like the Boudica-C.
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Cool but some are very weak, like head rush.
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Some are genuinely worthless, while others are as good as having a third main perk on the weapon. Typically, the better Origin Traits are found on the harder-to-obtain weapons. Souldrinker, Bray Inheritance, Cursed Thrall and Alacrity all come to mind. Then, there are plenty of serviceable ones on solid weapons that are nice to have, like Wild Card, Omolon Fluid Dynamics, Dragon's Vengeance and Nano-Munitions.
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I think vanguard’s vindication is probably the most useless and in need of a rework. Land tank is amazing. Wild Card in trials this past weekend was MvP, denying enemy revives. Omolon fluid dynamics is GOATED. One quiet moment is my go to for a lot of weapons lacking that reload speed (igneous hammer). Dragon’s vengeance is literally active ALL THE TIME. Ambush is good but I’ve never had any weapons with it as well as cursed thrall. Field-tested while a minimal buff is still good. Nadir Focus is literal free range. Tracer rockets and nano munitions are also great. Veist stinger + Subsistence = nearly infinite mag. Suros synergy is great. Stunning recovery while I’ve never used it sounds great in theory. Vanguards vindication really needs to be looked at though.
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I think most of them are good. Bungie said they’re meant to be the strength of half a perk and I think a lot of them are this. Some are really great and some are a bit too limited or difficult to proc but I think generally they are good.
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Wild Card drops a Telesto ball for explosive damage. Alacrity literally makes the old Trials perk Celerity obsolete while freeing up a perk slot on newer Trials guns. Ambush buffs range, handling, and damage in the opening moments of a fight, sort of like rangefinder and opening-shot combined while also allowing other perk combos. I forget what Land Tank does but I think it added some damage resistance while in combat.
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3 RepliesThis is how we make your 100th Better Devils interesting
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Edited by Willakkuma: 2/13/2024 7:43:40 PMCouldn't disagree more. I mean......you're absolutely dead wrong. A plus is a plus....some of them are a definite plus: Alacrity Hot Swap Ambush Cursed Thrall Unsated Hunger Land Tank Dragon's Vengeance Omolon Fluid Dynamics Nanotrac Tracer (w/ Artifact mid) This off the too of my head. Want me to research a list or look at my vault? Poorly reasoned thread. You're searching for some kind of point....not sure what it is but lemme know what it is if you find it.
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Edited by Bore: 2/13/2024 4:54:37 PM[quote]Personally, I think most of them are just kinda crap. Some pretty useless ones that come to mind: - Vanguard's Vindication - only restores 7 HP on kill - Head Rush - requires an extremely specific trigger for a negligible buff to some stats. - Hakke Breach Armaments - bonus damage against vehicles and constructs, which you barely fight anywhere in the game. I almost always forget these traits even exist because they barely make a noticeable difference. In my opinion, origin traits could probably be removed from the game altogether and almost nobody would notice. What do you guys think?[/quote] They’re not well balanced. Some are very well made and others are genuine garbage that have no use. This season, the returning season of undying weapons got a pretty useful origin trait. The endgame dungeon weapons on the other hand got something so situational that you will essentially never get any use out of them.
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I think Origin Traits were one of the best and most interesting weapon ideas (there's been a lot of them too) that came out during... I have no idea what to call the "Joe" period of this game. Joe did a good job though. The strange thing about that era of PvP is that the weapons somehow felt like they were both getting stronger and weaker at the same time, and so maybe some of the origin traits weren't as noticeable as they could have been. Or something that would have been stronger originally might have been reeled in. Regardless of what ones were good, its a really good idea though that did give weapons a certain flavor and personality. They're also good arrow pointers for certain activities when someone comes across a weapon and wants to know where it comes from and how to get it. And there could always be stronger origin perks. Of course I'm one of the people that if there's 25 perk columns I'll be just fine with that so I might be a little biased.
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I never really thought origin traits were really meant to tip the scales much on any weapon. They’re just tiny thematic traits meant to very slightly move the needle towards a better weapon. The ones you listed are definitely bad examples, but there are some good origin traits like the neomuna weapons and the gotd weapons