There’s a lot of exotic armor pieces that I think needs some love if we ever want to see more diversity in playstyle. This applies to Hunters, Titans, and Warlocks. I think it would be cool if some of these just got some minor buffs and improvements and some of these need some reworking. Here’s a list of things I think could use some love. Even giving us some more activities where using some of these more often would help too!
Knucklehead Radar (Minor Buff Needed. Improved Health Regen/Restoration would be a cool buff).
Foetracer (grant brief overshield after kill like One Eyed Mask, Remove buff to low health enemies)
Graviton Forfeit (improved dodge ability regen for top tree, improved melee regen for bottom tree, slightly improved accuracy while crouched for middle tree)
An Insurmountable Skullfort (all subclass melee kills grant small bump to health, melee hits grant increased range and small bump to melee energy)
Mask of the Quiet One (grant some top tree void ability energy when your teammates are damaged in close-ish proximity and even more ability energy when teammates are killed in close-ish proximity and slightly increase duration of Ward of Dawn. Ability energy is for all top tree void abilities including super)
Khepri’s Horn (I think it would be cool to add a brief period of solar empowerment for you and allies who are close to the barricade and have a brief period of solar explosive ability like we had in the most recent Solstice of Heroes. Brief period can be like 5-8 seconds. Enemies in close proximity receive solar damage from solar explosions on your body)
Eternal Warrior (grants brief period of arc empowerment and mobility to nearby allies when Fist of Havoc is cast)
Eye of Another World (make it more similar to One Eyed Mask)
Nezarec’s Sin (grant void empowerment for you and allies in close proximity and void ability regen for you and allies in close proximity OR slightly increase duration of Nova Warp depending on the amount of enemies you kill with Nova Warp)
The Stag (grant improved accuracy and slightly improved resilience when 3 or more enemies are in close proximity. Grant a rift with larger range and slightly longer duration)
Verity’s Brow (would be cool if this briefly disables enemy radar when using rift AND grants slightly increased mobility when enemies are in close proximity)
Apotheosis Veil (grant you and allies slightly improved grenade energy regen while in close proximity to allies and even more while team taking damage while in close proximity. Grant brief overshield to allies in close proximity when super cast)
Mechaneer’s Tricksleeves (always grant improved accuracy, range, stability, movement speed, and reload speed while causing damage with a sidearm)
Aeon Swift, Aeon Safe, Aeon Soul (slightly improve regen of all abilities for you and allies who have this equipped. Allow you to transfer your some or all your ability energy to ally you shoot/buff with Lumina but they have to have the gauntlet equipped too. Highlights allies who are also Aeon accultists and have this equipped)
I’ll add more to the rest below shortly. I need a break! lol
Shinobu’s Vow
Ashen Awake
Doom Fang Pauldron
Wormgod Caress
Claws of Ahamkara
Oathkeeper
Contraverse Hold
Sunbracers
Sixth Coyote
Gwisin Vest
Ophidia Spathe
Crest of Alpha Up
Actium War Rig
Hallowfire Heart
Heart of Inmost Light
Starfire Protocol
Wings of Sacred Dawn
Vesper of Radius
Sanguine Alchemy
Lucky Pants
Gemini Jester
Frostees
Peacekeepers
MK 44 Stand Asides
Antaeus Wards
Transversive Steps
Please contribute to the discussion below. Please only give meaningful feedback. Don’t want this post to turn into a war zone. Please respect each other and know these are just ideas and opinions to improve some underused exotic armor.
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3 RepliesOriginally posted by Neonsox42: Skyburner’s - Boost the tracking on the hip fire and bump up the Damage bonus against the Cabal to +25%. Malfeasance - Make it Arc and Increase the slug detonation Damage by 10%. Trinity Ghoul - Decrease Draw Time from 840 to 760. Huckleberry - +10 Stability and +10 recoil direction. Merciless - Increase Impact by 10 to 85. Hardlight - Fix the recoil so people don’t physically get sick when using this weapon. Worldline Zero - Increase tesseract Damage by 30%. Cerberus+1 - Allow additional shots to deal Precision Damage or add rochochet rounds Vesper of Radius - Add a blinding effect to the burst. Peacekeepers - grant increased acc/stability shortly after drawing. Tricksleeves - Allow the perk to activate if the Sidearm is out or increase the duration until health is fully restored. Wings of Sacred Dawn - Reduce Solar Ability cooldown on Kills while airborne. Lucky pants - Increase the draw speed bonus and (fully reload your handcannon on precision kill or reload more ammo based on weapon damage for snipers, bows, and shotguns) Winters Guile/The Titan ones - Increase the stack duration by 1 second and increase melee attack speed. Saint 14 - None. It’s really powerful, bubble just isn’t... Sealed Ahamkara Grasps - Grants an additional melee charge/increase melee lunge range similar to synthoceps Apotheosis Veil - orbs of light reduce all your ability cooldowns Oathkeepers - Now give a bump to bow ready, reload speed, and handling. Ashen Wake - Grants an additional Fusion grenade charge. Eye of Another World - Complete rework or just make the tracking more consistent and killing marked enemies Grants additional Rift energy. Knucklehead Radar - increased Radar Range and accuracy. Stag - idk, respawning inside a Rift instantly Grants you a more powerful overshield that lasts longer. Eternal Warrior - Increases Thundercrash Armor and reduces the cost of slams in normal FoH Graviton Forefeit - Vanish in Smoke Grants truesight. Kephri’s Horn - now releases a sunshot explosion that can chain between killed enemies. Enemies that pass through your barrier are ignited. Starfire Protocol - IDk, Fusion Grenades need a PvE buff...
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Edited by Potatomilk: 9/16/2019 9:53:44 PMWings of Scared Dawn: Slightly increases super regeneration while Tome of Dawn is active Claws of Ahamkara: Melee ability hits have a chance to return melee ability energy
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1 ReplyI'd take that foetracer change. Give titans a taste of their own medicine
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Underused =/= underpowered
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Foetracer =/= OEM Don't try to make it.
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I have been using the Wormgod Caress. If my melee wasn't more powerful than the super I'd use something else. Like Alpha Lupi or Skull Front.
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Insurmountable Skullfort is [i]perfect[/i] as it is. I know. I’ve been using it since D2 first month.
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Bungie doesn't know what buff means. They only know nerf.
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No no no, the only viable option is to reduce the remaining decent exotics to an equally useless level in line with all the other underwhelming crap that collects dust in your vault. Your welcome -Bungie
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Khepri’s Sting: revert it back to invisibility on crouch and poisoned melee
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Make all exotics trash and give us sunsinger back! Fair trade.........😲🤔🧐🤨
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Kepri's horn: sun spots exploed outward into 6 lines like thermite grenade for a single pulse and enemies killed by this effect create more sunspots. Ahsen wake: increase the duration of the Dot of incendiary grenade by 3 seconds. Increase the duration of the thermite grenade by 2 pulses. Targets stuck by a fusion grenade take significantly more damage from the fusion grenade enough to OHK. Increases the throw speed of throwing hammer. Hallowfire Heart: turn your code of the fire forge hammer of sol in a explosive maul that you throw when cast. Blast radius equals that of a max blast radius rocket launcher with cluster bombs and longer you hold the cast button down further you throw it.
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I use insurmountable skullfort often. Works just fine where it is at.
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2 RepliesSanguine Alchemy have it do what it does normally only without a rift ie enhanced radar and the close range wall hacks, change the rift part of the exotic to it doubles the size of the rift or you take reduced damage while in your rift or you deal bonus damage to enemies who enter your rift. Reduced damage for healing Further buffed damage to empowering Killing enemies in your rift reduces rift cool down. the idea is to have this exotic to have as much effectiveness in pve as it does pvp. it does not effect well of radiance.
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2 RepliesAnother thing, why are there so many exotics that only enhance pathetically weak abilities? D2 went out of its way to make most grenades and melees almost pointless, but so many exotics are abilities based. Most dont even offer an extra grenade which is a joke. Titans have a subclass that already gives you two, but they atill get an ezotic that gives al subclasses two. One or two give.hunters and warlocks two specific grenades. Two grenades barely kills one person in pvp. Why would you run those? Melees are the same. Outside of sc why would you waste your exotic slot on that? It's like they designed exotics for d1. Did y'all not get the memo about the massive nerfs?
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1 ReplyUNDO THE NERF ON SKULL OF AHAMKARA
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4 RepliesHere are my personal reworks and ideas for hunter exotics: [spoiler][b]Aeon Swift:[/b] Great exotic idea on paper, horrible in execution. If you’re asking multiple fireteam members to give up an exotic slot for this to work effectively, there needs to be perks that match the sacrifice. -Dodging in General grants ability energy to fireteam members -Aeon Cult allies regain more energy and a damage buff [b]The Dragon's Shadow[/b] Just a bad exotic all around compared to the others. Exotics need to change the way you play and interact with the game, a buff to weapon handling and movement is just not a motivator. -Every time you take melee damage you gain a “Wraithmetal” buff, can stack 4 times -Dodging with a “Wraithmetal” buff emits a damaging shockwave, weapon handing and movement are also increased. Shockwave damage and movement increase with each “Wraithmetal” stack. [b]Gemini Jester[/b] A so-so exotic in PvP, dirt in PvE though. -Dodging nears enemies disorients and removes radar -Killing enemies affected by “Misdirection” returns grenade, melee, and dodge energy [b]Graviton Forfeit[/b] A sad example of how the mighty can fall. Once a D1 meta exotic, reduced to shard bait in D2. A few seconds of invisibility is a ridiculously bad trade. -Increased invisibility effects, adds additional 5 seconds to invisibility -While invisible, health regeneration slowly begins and melee and grenade regeneration is increased -While invisible, you gain a “Graviton” damage buff, which increases melee range and damage dealt while invisible [b]Lucky Pants [/b] Bad exotic all around. To use it effectively it require a double primary build, something not as likely in PvP content. -Precision hits reloads stowed handcannons -Shots reloaded from Lucky pants are overcharged [b]Mechaneer's Tricksleeves[/b] The perks combined with sidearms uselessness in PvE makes it ridiculously unnecessary. -When critically wounded, sidearms gain increased handling and reload speed -Switching to a sidearm while critically wounded converts the mag into an overcharged shot. Kills with the overcharged shot reload the mag and restore health [b]Oathkeeper[/b] Very specific, doesn’t offer much help especially in PvE. -Increases fire rate and damage of non-fully charged shots -Bows can be held indefinitely -Shots fired from the hip target enemies [b]Orpheus Rig[/b] You’re probably surprised to see this on my list. I’m not a fan of exotics that return super energy, they easily become the de facto best exotics regardless of nerfs. -Tether is converted into 3 shots at once -Shots fired are indestructible and draw tethered enemies into the anchor -Shooting anchored Shots with void weapons causes Shots and tethered enemies to detonate, disorienting and adding a damage debuff to surviving enemies.[/spoiler] I was going to do more but got tired. Basically Bungie just needs to set a definitive standard for exotics, rework exotics that return super energy, and add more exotics like Celestial that change the way your super is used.
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I would actually like to see the armor re-worked more than the weapons. To me, exotic armor has a much larger impact on the game, especially when you consider the best load outs right now are pretty much just legendary weapons, and probably will just remain that way because of how you can roll them.
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I agree. They dont need to create new exotics but just make the existing ones actually useful.
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Bungie: We've heard your feedback and agree, and have thus decided to buff One Eyed Mask.
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Nezarec's sin is very good actually. Playing solo with devour and throwing nades all over is very satisfying. Recluse alone makes this exotic if not tier1, but definetly close to.
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So you basically want all classes to have a OEM like exotic? That's stupid, that's the only thing everyone would use lmao. Sorry, little buddy. No
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Edited by Zapiro IV: 9/13/2019 7:32:45 PMSunbracers - Add increased throwing grenade speed by 15-25%. Firebolt and Fusion Grenade work as well. Claws of Ahamkara - Add an elemental overshield to Special Melees. Increases Special Melee Effects. Vesper of Radius - Double the size of Rifts. Double the activation speed of Rifts. Increase the power of activating Rift to break shield in PvP, and deal considerable damage in PvE. Blinds Enemies close by.
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2 Replies>skullfort You had me until that one Sure I hate it how it's only for Strikers, but it's not even close to being underused because how good it is.
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The Stag should be changed to have a perk called Ritual Violence. Whenever you kill an enemy with a charged melee or a grenade, it spawns a rift on the site of their death. If you die, it spawns a rift where you died that causes significant DoT to enemies that stand in it.
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3 RepliesI really like the look of lucky pants it would be nice if they made it an actual viable exotic.