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Destiny 2

Discuss all things Destiny 2.
Edited by Griever: 2/6/2026 11:07:53 AM
12

Wall of text incoming, but so many exotics need or deserve buffs

* Striga. So long as it remains a projectile weapon, especially now that it's lost a significant amount of poison damage unless I missed a buff somewhere, it simply won't get much if any use. I wouldn't mind losing 9-12 meters of range on it if I didn't have to lead my shots with a non-explosive weapon at 15 meters. Tracking can only help so much, otherwise the Needler in Halo would've dominated at point blank, and how often did that happen in any of them? * Thorn and Ace. Ever since they raised the base resilience to T10, Ace has lost its 2 crit 1 body while buffed, and Thorn lost the same in its base state as well as it's 2 tap while buffed. For either to be possible now, we need to invest in a stat that doesn't benefit the weapon frames AND get a separate buff like Radiant. Not even accounting for the stat differences you'll find between exotics and legendaries, I just don't think these are worth the exotic slot. It just makes infinitely more sense to me to use any hand cannon with Adagio, Magnificent Howl, or any of the 180s that can 3 tap without a kill like the Modified B7 Pistol. Revert the catalyst nerfs, then buff Thorn's range by 10 and stability by 15, and buff it's poison so it can at least 2 tap while buffed. And give Ace 20-30 stability, 5-10 AA to match every other 140 hand cannon, and let it refund a Memento Mori round on Firefly kills. (People can say they'd be broken, but let's be real here, probably the vast majority of users who are actual threats with hand cannons are either on PC where they have like +40 stability on every gun or have sketchy enough aim and movement that they no doubt frequently get reported for using MnK or Xim/ Cronus on console which last I heard is cheating) * Sunshot. 20-30 less AA than it's supposed to as a 150, half the intrinsic trait is useless, and I don't see much of a point in it scorching targets with the chained explosions if nothing usually lives through enough explosions to ignite. Bring it's stats in line and make enemies damaged by the explosions while marked gain significantly more burn stacks or further increase it's performance after damaging enemies with ignitions. * Touch of Malice. It has I think 14-23 less AA than all other 260 scouts so that deserves a buff, it only gets half the benefit from the catalyst what with it having a bottomless magazine, and the alt fire is damn near impossible to hit anything with directly unless it's stationary. That Blight needs a hit box and speed adjustment or at least for Touch of Malice to heal the user upon hitting affected targets and to spread the blight after killing them * Vigilance Wing. The entire functionality of the weapon revolves around your team dying, preferably your fireteam, and ironically, while "perfect" for Trials or basically built for it, you don't want to be forced to rely on it if you're ever in such a position. Either you're sacrificing a buff or two to revive a teammate, you're betting everything on clutching the 2 burst with in the 1v1, or you're getting rushed by all three. 2/3 those scenarios render the buffs almost if not useless because you're either giving it up or you're getting wrecked before you even have a chance to fight back. I'd rather have a weapon that rewards me for good plays than one that gives what are ultimately negligible buffs I'll only get to use when my team screws up * Jade Rabbit. All this has going for it compared to every other 150 scout is it has significantly more AA than the archetype would suggest. The exotic perk "Fate of All Fools" is useless because it's hard to miss heads with it, everyone likely reloads after 1-2 kills anyway in pvp, and there are equally ammo efficient AND higher damage options even in PvE. If you're going to use this, it would make more sense to use Hawkmoon, Vex Mythoclast, or Revision Zero. Think about it, 3 crits currently refund ammo and gives a single bonus damage shot equal to a crit and you can store 3 at a time. And due to the ease of use at base, that means the perk will really only show value after 3 precision kills just so you can 3 shot body the next. And that's worthy of an exotic slot in any mode? By that logic, every weapon that can get a stat except AA above 70, is easy to use, can change it's ttk, or achieve a crit/ body ratio shift without a kill should be exotic. * Devils Ruin. It has 16-39 less AA than it's supposed to as a semi auto sidearm (the only other one I can name with less than 70 is Compact Defender) and while it's better in a few ways than before the rework, it was reworked so it's only really viable for every other kill because firesprites don't always spawn when you try to melt a guy due to either igniting him or the fragment that can spawn them on killing scorched enemies might be on cooldown. I don't see much reason for the stat discrepancy at least. * Lumina. So long as it requires you to get the final blow to get the Noble Rounds AND a teammate so you can buff both of you, it won't be worth anything more than speed running. * Dead Man's Tale. Just needs a wider hip fire cone, it's easier said than done to hip fire especially on controller when you need to be practically pin point accurate with that inner circle to hit someone, and that's not accounting for flinch. Hell, even Last Word more than half the time feels like it. As far as I'm concerned, if I'm in range for the red reticle, I should be within the optimal range. Red reticle should mean high probability of or guaranteed hit. And if I'm aiming at your head or if there's more of your head than anything else in the reticle, it should be a crit. It's simple logic, especially when TLW has 30-40 less AA than it's supposed to for a weapon that keeps having it's damage adjusted to match a 180 and literally is one in the database. * Verglas Curve. Hitting enemies directly with Hail Storm arrows should cause a slowing burst around the enemy. Killing frozen or slowed enemies should give more arrows. * Khovostov. Either give AA to orbs of power and ammo bricks or have the ricochet rounds target them too. * Euphony. Hitting enemies with Threadlings should load ammo from reserves. Kills with Threadlings should overpower the next burst. * Alethonym. Loading special or heavy spawning ammo should increase the power accordingly. * Fighting Lion. It only synergizes with kinetic weapons, so I feel it would be fine with just expanding to strand and stasis weapons. * Skyburner's Oath. All it has going for it is the abnormally high AA like Jade Rabbit. The slug rounds don't scorch enough to ignite anything, and any anti barrier weapon can penetrate the shields. All it's good for is cabal shield dome generators. Make it so ADS kills significantly increase hip fire scorch build up or add tracking stronger than Truth and make hip fire kills increase the ADS ROF for that number of shots. * Hard Light. It should cause an AOE debuff when it breaks a matching shield. * Wavesplitter. Still waiting on a catalyst after 24 seasons, just give it Attrition Orbs. And like with other weapons since we haven't gotten a new catalyst for pre-existing weapons in 2 seasons, technically like 8 or so if we count delays and episodes/ extended seasons, this and so many other weapons are LONG overdue for a catalyst or to just get a buff with what the catalyst would've given. * Red Death. It never made sense to me how a "banned guardian killer" was solely designed for survival. So give it a high powered burst when the catalyst is charged. What would it even break when it has the lowest AA of all 340s and if you need 2 kills for a single high powered burst? It would be no more broken than any of the other primaries that can get 1-2 shot kills after 2-3 kills. * Crimson. The stability doesn't help much if the recoil direction will make you miss so many more shots than you would with any of the 2 burst hand cannons, and now that Red Death is back, this thing has basically been made obsolete. It also doesn't help that even with all that range, it barely goes beyond 30 meters whereas every other hand cannon goes quite a bit further with significantly less. I mean 92 range on Crimson is probably close to 60 or so on any other frame. It needs to either have it's stability rebalanced or it's recoil direction narrowed because there's no reason why I should be able to consistently land full bursts to the head with legendary burst hand cannons that have over 30 less stability, around 10-15 less AA at almost 40 meters with less range but Crimson struggles to do that at 30. * Lord of Wolves. I don't know how it compares to other shotguns in PvE, but it's atrocious at best in pvp what with being the literal only shotgun that CAN'T one burst to the head in ads and requires 2 crits 3 body to do so while hip firing. The only redeeming factor is it gets more ammo per brick than other shotguns, but that doesn't mean much when hip fire in unreliable at best under almost every circumstance (less range, less AA, less accuracy, less bullet magnetism, less stability, and more incoming flinch) and chances are you're going to use all that ammo to get the one kill. At that point, it would've made infinitely more sense to use something like Duality, any of the other burst shotguns (with high impact reserves and a high enough weapon stat can 1 burst to the body), or any of the spread shot hand cannons. (It shouldn't have any of the weaknesses if it shouldn't have any of the advantages. Hell, I showed a friend how unreliable hip fire was over a year ago, he was close enough the head was bigger than the reticle. 1 crit 2 body and 2 missed while barrel stuffing a stationary target. If THAT is balanced for a shotgun, then every shotgun in the game that can OHK beyond melee distance is OP and needs to lose 80% of their range, fusions too since they're basically burst fire slug shotguns themselves just they charge up first)
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  • Let's not forget the OG: Sweet Business

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  • 1
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    can you clean up PVP a little? ¯\_(ツ)_/¯ - 3/9/2026 1:16:08 AM

    As long as you mean none of this for PVP... otherwise exotics can always take over and thats very bad in PVP

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    • Buff revision with something and let me change the zoom of the sniper shot when building

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      • The fact you left vex mythoclast out hurts. That thing needs its 390 rpm back, as it sits there isn’t a single 360rpm auto worth using. Vex as a 390 felt right.

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        • Edited by ForeverLaxx: 2/5/2026 10:08:17 AM
          Bungie only ever seems interested in buffing an exotic weapon into "usable" status when they're trying to make that weapon the season's meta pick. Then, once it's had that "season in the sun" they'll nerf it just enough to make it not worth using compared to whatever the New Shiny currently is. They don't want balance; they want a curated, rotating meta. It's stupid but that's been their design goal since Day 1.

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        • Meh, they have their purpose, not all are like the ultimate end game weapon, risk runner was amazing when primary ammo was a thing. Osteo was too strong, I'd say buff wardcliff coil to be like 10 grenade launcher bullets. Sturm to a quadruple damage bullets like double a sniper damage. Not much to complain about imo

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          • You lost me at 2 tap thorn. We've already been through that and it sucked.

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            • It would be more worth while to focus on exotic armor and subclasses abilities. They reworked a couple exotic weapons already but it never matters anyways. They will just add another broken exotic either from the season pass or exotic mission to power creep all the other options again.

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            • Imo Euphony should work better with all 3 classes. The largest raid gun meant to end the 10 year story being exclusive to Warlocks was a horrible decision. You need 7 hits to activate the perk that spawns 3 threadlings making it almost impossible to actually max out the perk outside of Warlock. The change should be 3 precision hits or 6 body hits summons them. This way Warlocks can still max it out with a super or gain like 10 stacks by using their aspects but Hunters and Titans aren't stuck with a special that's slightly worse than your average legendary.

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            • Ran out of space in the OP, will add others here if I think of any

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            • are these Guns only? What about Gear? Transversive Steps They've been in need of a buff for ages Someone thought it be funny to just let us cross-dress with other pants, super idea! i like it but it's not a buff A buff would have been an ornament Renegades themed i mean i'm already wearing a Jedi robe, where are my Jedi pants?

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              • Edited by The Ashen Ranger: 2/4/2026 11:24:28 PM
                A lot of good ideas here. I've been saying for years that Hard Light, Borealis, and Dead Messenger should apply a subclass effect with the explosion that happens when you break a matching shield. Hard Light and Dead Messenger could apply Scorch, Jolt, and Weaken, and Borealis could trigger an Ignition or Bolt Charge on the target whose shield you broke, or Suppress enemies hit by a void shield explosion when it breaks. Hard Light and Borealis also need intrinsic Turnabout, like Dead Messenger has.

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