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Destiny 2

Discuss all things Destiny 2.
Edited by Caboose: 5/22/2019 6:04:31 PM
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Here, Bungie, I'll do your job for you.

Since Bungie has made it their mission to "correct" certain exotics, I thought I'd give them a hand. This was a deeply spiritual journey for me, as I discovered things about Destiny 2 that I hadn't known since it's launch. Like, Dragon's Shadow is an actual exotic. And had you told me it's original perks, I would have assumed to it to be a legendary mod for armor. Now, I am not a game developer, but I decided to take the least used exotics (I wonder why) in Destiny 2, and try my darndest to make them usefull, but most importantly, exotic. So, without further adieu. [u][b]Hunters:[/b][/u] [b]Aeon Swift[/b]: using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Celestial Nighthawk:[/b] Hawkeye Hack - Modifies Golden Gun to fire a single, high-damage (6x) shot. Enemies eliminated by the shot explode. Precision kills on majors grants ~60% super energy returns. [b]Foetracer:[/b] Mark enemies who have dealt damage to the wearer. Enemies killed while marked transfer their mark to their nearest ally. Grant's the wearer increased reload and ready speed after a marked kill. [b]Lucky Pants:[/b] Increase Handcanon Acurracy. Decrease Handcanon recoil. Decrease Handcanon bloom. [b]Gemini Jesters:[/b] Misdirection - Dodging disorients nearby enemies and temporarily removes their radars. In PvE, misdirection lasts longer, and enemies that are disoriented take bonus damage from all sources. [b]Shinobu's Vow:[/b] New Tricks - Improves Arc class grenades, and you gain an additional Arc class grenade charge. [b]Graviton Forfeit:[/b] Vanishing Shadow - Grants invisibility for all Hunter dodges. Increases the duration of any invisibility effects on subclasses with native invisibility. Your melee recharges faster while you are invisible. [b]Ophidia Spathe:[/b] Scissor Fingers - Grants two knives per charge. Knives recharge faster if they hit an opponent. Precision hits grant even greater recharge. [b]Wormhusk Crown:[/b] Burning Souls - Dodging gives a small health and shield bump. (Add ornament so it doesn't look like you're wearing Oryx's ass) [b]Sealed Ahamkara Grasps:[/b] Nightmare Fuel-Gain an additional melee charge. Melee damage has a chance to automatically reload your Primary Weapon. [b]Young Ahamkara's Spine:[/b] Wish-Dragon Teeth - Grant's additional tripmine charge. Tripmines can now be stuck to opponents. Opponents killed by tripmines contribute grenade energy. [b]Mechaneer's Tricksleeves:[/b] Spring-Loaded Mounting - Increases ready and reload speed of all weapons. Weapons reload while sprinting. [b]Lucky Raspberry:[/b] Probability Matrix - Increases the distance, and chaining capabilities of Arc Bolt Grenade and has a chance to recharge it each time it deals damage. [b]The Dragon's Shadow:[/b] Wraithmetal Mail - Grants increased movement and and resilience after dodging. Grants Blink to Arc subclass. [b]Knucklehead Radar:[/b] Upgraded Sensor Pack - Provides radar while aiming. Precision kills increase radar distance, and grant true sight for the wearer. [b]Fr0st-EE5:[/b] Rapid Cooldown - Increased grenade, melee, and dodge regeneration while sprinting. Dodging increases sprint speed, and reloads your weapon. [b]Oathkeeper:[/b] Adamantine Brace - Bows charge faster, and charges can be held indefinitely. Bows charged for longer than three seconds have a chance to restore health on a kill. [b][u]Titans:[/u][/b] [b]ACDC/0 Feedback Fence:[/b] Fury Conductors - Melee hits build energy. Being struck by a melee attack or holding down the melee button reduces incoming damage and unleashes the energy in a devastating explosion. [b]Synthocepts:[/b] Biotic Enhancements - Increased melee lunge range. Improved melee and Super damage when surrounded. Melee hits stack damage. Melee kills maintains the damage multiplyer. [b]Crest of Alpha Lupi:[/b] Survival Well - Generates an additional orb of light from supers and a healing pulse when the barricade class ability is activated. Revive allies quicker. [b]Action War Rig:[/b] Auto-Loading Link - Steadily reloads a portion of your equipped auto rifle’s magazine from reserves. Getting a kill with an auto rifle refills 25% of its magazine. [b]Hallowfire heart:[/b] Sunfire Furnace - Greatly improves the recharge rate of your solar abilities while Hammer of Sol is charged. Enemies killed with solar damage while Hammer of Sol is charged explode. Can be chained. [b]Mask of the quiet one:[/b] Dreaded Visage - Grants melee, grenade and class ability energy when damaged. Void ability kills grant health regeneration, and stuns nearby enemies. [b]Lion Rampant:[/b] Jump Jets - Provides additional aerial maneuverability and enables accurate hip fire while in the air during Lift. Lift energy can be used to dodge while airborne. [b]Dunemarchers:[/b] Linear Actuators - Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain damage to nearby enemies. Enemies killed by this charge will release Arc energy which will chain. [b]Aeon Safe:[/b] using any class ability (grenade, melee, barricade) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Khepri's Horn:[/b] Solar Rampart - Solar damage kills recharge your barricade, which unleashes a large blast of solar energy when summoned. Enemies damaged by this blast will be afflicted with burn damage. [b]Helm of Saint-14:[/b] Starless Night - Your Ward of Dawn blinds enemies that enter it. Guarding with Sentinel Shield temporarily blind nearby enemies. Grants weapons of light to Ward of Dawn, and extends Ward of Dawn's duration. [b]MK. 44 Stand Asides:[/b] Seriously, Watch Out - Grants an overshield when sprinting with Seismic Strike, Hammer Strike, or Shield Bash equipped. Hits with these abilities recharge a portion of your melee energy. Tighter turn radius while sprinting. [b]Ashen Wake:[/b] Bring the Heat - Fusion grenades now explode on impact. Grenades can be charged for extra damage at the cost of super energy. Grants additional fusion grenade charge. [b]Wormgod Caress:[/b] Burning Fists - Melee kills increase melee damage for a period of time. Additional kills extend duration and increase effects. Melee hits cause enemies to light on fire. [b]Peacekeepers:[/b] Mecha Holster - Reloads stowed kinetic and energy weapons and allows you to ready them instantly. Grants increased accuracy with Submachine guns, and reduced recoil. [b]Armamentarium:[/b] And Another Thing - Gain an additional grenade charge. Kills with grenades grant 30% grenade energy return. Multikills stack energy return. [b]Eternal Warrior:[/b] Resolute - Provides Unstoppable for Fist of Havoc, and Thundercrash. Thundercrash gains additional resistance the further it travels. [b]Antaeus Wards:[/b] Reflective Vents - Improved slide. Sliding reflects incoming projectibles. Reflecting projectiles grant Super energy. Kills while crouching grant bonus super energy, and have a chance of healing back health. [b]Heart of Inmost Light:[/b] Overflowing Light - Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points. Provides headstrong for striker Titans. Just thought some of these would make these exotics worth using. [b]Lot of people asking about Warlock. Unfortunately, I ran out of space. So I will need to make another thread. If you ask in this thread, I can provide you with the current list I'm making.[/b] [b][u][i]Edit 1:[/i][/u][/b] changes made based on feedback for Foe Tracer, Knucklehead Radar, Eternal Warrior, Armamentarium, and Ashen Wake. St0mp-ee5 has been removed from the list.
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  • Bungie hire this man. He has a better idea on what to do with exotics more than you.

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    • So I was reading through the Warlock ones and omg being able to go back into sunsinger state would be the best.

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      • Absolutely love the changes made for all classes. Way better job then bungie could ever do .

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        • God damn that would have been a ton of work if this wasn't an awesome post and no one saw it. Fortunately this is an awesome post and I hope everyone sees it.

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        • Everyone came up with good changes. Great job fellas! It’s crazy that Bungie/a few streamers/ last few crazed rapid fanboys are worried about power creep with exotic armor when we are drowning in bland mundane gear. Most of the exotic gear is really no better than your favorite piece of legendary gear. I don’t understand how this current type of gear can even be defended.

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          • Edited by Big Worm: 5/21/2019 2:03:33 PM
            But if [i]all[/i] the exotics are good, then won't we "lose incentive" to chase things? Edit: I forgot how bad people are at picking up on sarcasm here.

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            • Careful Ninja's might lock this thread. Too many good suggestions breaks Bungie's CoC.

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              • Edited by Mpire4: 5/22/2019 3:49:12 PM
                Kherpri's Horn is already a pretty powerful exotic. If you hit a Guardian in the Crucible with both the outward and inward pulse, it will kill them (even hitting with only one takes away a considerable amount of their health). It's also great for clearing ads in tight areas. I believe you made a mistake in stating that it doesn't do solar damage. I've been able to do bonus damage with it in activities with Solar Singe. It also stacks up Roaring Flames (RF) with the Burning Maul Sunbreaker tree, and RF x3 will increase its damage just like it does with grenades and the throwing hammer. I've actually intended to test the effects of RF x3 on Guardian to see if allows you to do a one pulse kill, which would be epic. As far as changes go, I think that getting kills with it should cause solar explosions that chain in a similar way to that of Sunshot. It should also increase the speed of barrier summoning. Optionally, it could even have a knockback effect (but that might be asking for too much). These changes will enhance its add clearing abilities, making it great for encounters with swarms of enemies. Its increased barrier summoning speed helps to take down fast enemies like thrall before they reach melee range (which isn't affected by the pulse for some reason). The knockback effect would help keep enemies off of important objectives like control points, power ammo crates, dead guardians, etc. Tbh, I hope more people try it out. I think Bungie buffed it in a past update because it can be overpowered when used properly. [spoiler]Edit: Make Eternal Warrior like Skull of Dire Ahamkara bur for Thundercrash.[/spoiler]

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                • Bringing wormhusk back to its original state would be a mistake.

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                  • Edited by kiLLaBiyte: 5/22/2019 1:58:20 PM
                    I don't have time to give my suggestions for all of the other classes...but my 2 cents on how the current Exotics should be changed/work on Hunters is below. Remember, changes need to be kept within the realm of reason and balance, especially in light of the recent nerfs to everything in the game. Anything pushing the envelope too far, and I'm positive they won't even be considered and all of our ideas here will be brushed aside. So, below are some reasonable changes/tweaks to the current Exotic Armors, that will help to make each more viable in the current (soon to be current) sandbox... [u][b]Hunters:[/b][/u] [b]Aeon Swift[/b]: using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. **[i][b]I really like this idea, and it's something that I've been pushing for since they were introduced.[/b][/i] [b]Celestial Nighthawk:[/b] Hawkeye Hack - Modifies Golden Gun to fire a single, high-damage (6x) shot. Enemies eliminated by the shot explode. A Precision [b]hit[/b] grants 30% Super Energy back to the user (no kill required). For enemies killed by this shot - Explosion Radius has been increased by 3 meters, and damage increased by 15%, only on a precision kill. [b]Foetracer:[/b] Visually marks targeted enemies, and/or marks the last enemy to have dealt damage to the wearer. Damage scaling begins when the target is at 60% HP, and scales up to +50% damage when the target is 10% HP and below (PvE and PvP). Works with Supers as it does now. [u]Example: Damage Increases [/u] @ <50% HP = +5% @ <40% HP = +15% @ <30% HP = +25% @ <20% HP = +35% @ <10% HP = +50% [b]Lucky Pants:[/b] Increase Hand Cannon Accuracy, increase Hand Cannon Stability, and decrease Hand Cannon bloom immediately after swapping to your Hand Cannon (same duration as current). Automatically reloads stowed Hand Cannons. [b]Gemini Jesters:[/b] Misdirection - Dodging disorients nearby enemies and temporarily removes player radars (unchanged from original). In PvE, misdirection lasts longer, and enemies that are disoriented take bonus damage from all sources. EDIT: the bonus damage to those affected by Misdirection needs to be clarified. +15% Bonus damage to enemies tagged by Misdirection (PvE only). Also, by "In PvE it lasts longer", that would equal 1 extra second of status effect. [b][i]I like this suggestion.[/b][/i] [b]Shinobu's Vow:[/b] Unchanged from Original. [b]Graviton Forfeit:[/b] Vanishing Shadow - Increases the duration of any invisibility effects. Invisibility is made more potent - you are harder to see visually, and sprinting/jumping does not cause you to "blip" on the Radar in PvP. Melee's recharge faster while you are invisible. [b]Ophidia Spathe:[/b] Scissor Fingers - Unchanged from original. [b]Wormhusk Crown:[/b] Burning Souls - Dodging begins health regeneration. Small bump to health when dodging. (Add ornament so it doesn't look like you're wearing Oryx's ass) [b][i]Unfortunately, this is basically the original Wormhusk, and they already nixed that once...so, I'd say, instead of Health Regen, we get the Small Bump in health and a slight bump to our damage resistance while Dodging (around 25-35% +resistance). That would hopefully be a good middle ground for this exotic.[/b][/i] [b]Sealed Ahamkara Grasps:[/b] Nightmare Fuel - Melee Hits automatically reload [b]all[/b] weapons. Melee Range is extended. [b]Young Ahamkara's Spine:[/b] Wish-Dragon Teeth - Ability Damage Grants Additional Tripmine Grenade Energy (increased by 15%). Otherwise, unchanged. [b]Mechaneer's Tricksleeves:[/b] Spring-Loaded Mounting - Sidearms ready faster and are more accurate immediately after swapping to them (same traits as Lucky Pants with the same bonus increases, only for Sidearms). While Critically wounded, swapping to a Sidearm grants +40% damage resistance and a +50% damage bonus to your sidearm. Effect goes away once not critically wounded. [b]Lucky Raspberry:[/b] Probability Matrix - Increases the distance, and chaining capabilities of Arc Bolt Grenade and has a chance to recharge it each time it deals damage. [b][i]Good change.[/b][/i] [b]The Dragon's Shadow:[/b] Wraithmetal Mail - Unchanged from original. [b]Knucklehead Radar:[/b] Upgraded Sensor Pack - Provides radar while you're aiming. Enhanced Radar Resolution (do NOT need to be crouched). Small chance to deal "bonus" critical/precision damage (15% chance) with any weapon. [b]Fr0st-EE5:[/b] Rapid Cooldown - Same as original, only all effects are increased by 15%. [b]Oathkeeper:[/b] Adamantine Brace - Bows charge faster, and charges can be held indefinitely. Increases Bow's Accuracy when fully drawn. ---- Anyways....those would be my suggestions, while trying to stay in the real of acceptable by Bungie and take into consideration both PvE and PvP aspects..

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                  • A lot of these I can agree with but some of these changes can be either quite over powered or fail in some other regard. Hallowfire heart: This would be over powered when pared with sun spots. As you said, detinations occur on solar damage, this includes weapons and sun spots, sun spots are also formed on ability damage. If one were to use a solar weapon it would create these explosions, which will create sun spots, which will also in return create more explosions. This will effectively create a no go zone for any adds and also at the same time make the exotic weapon Sun shot completely worthless. Dunemarchers: Similar issue, It will make Sun shot worthless. The only reason why middle path sentinel gets a pass is because it only occures when an ability is up, meaning there is a cool-down, Hollowfire and Dunemarchers wont have that cool-down. Synthocepts and Wormgod Caress: These 2 titan exotics are way too similar players will default to only one of them and view the other as trash or worthless, We don't want another D.A.R.C.I. Whisper of the Worm combo again. Armamentarium: This is a good idea at first glance but you also need to think about termite grenade, a grenade like that can easily get more than a few kills, This exotic will basically give the player infinite termite grenades and would be over powered, but I like the concept The Dragon's Shadow: Blink on Hunters in D1 was incredibly frustrating to deal with, there is a reason why Bungie took it off of hunters in D2. Wormhusk Crown: Dodging triggering health regeneration was this exotics original perk in Year 1, The community not only found this to be increadibly over powered but so did Bungie, You are not only asking for the health regeneration to come back, but also buff its over powered state by keeping the heal bump as well. I think Wormhusk is quite balanced in currently it can have a miner change, but a large change from what you suggested will not work out well. Knucklehead Radar and Foetracer: Again these are way to similar exotics and the community will default to the better one only, Don't get me wrong here I really like the Foetracer suggestion. It will really fit the over all theme of the exotic (maybe kills triggering more marks might be OP but over all its good) Graviton Forfeit: Its a good idea but it breaks the over all theme of the exotic, The exotic is spewing out void energy, it should be an exclusive night stalker exotic. You are clearly someone who puts in a lot of thought in all this and it shows how much you care about the game. But if you want bungie to listen to you or well anyone to listen to you, don't be rude.

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                    • Why bother to do all this work....they don't listen nor care.

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                      • Edited by lukerfr: 5/20/2019 2:16:58 AM
                        lion rampants would be broken foetracer is just OEM also frostees are broken looks like your not as good as bungie

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                        • Well theres 10% of the job gonna do the numbers and make them somewhat balanced with each other?

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                          • Hey Caboose, I made a very similar post on the reddit thread a few days ago, if there are any adjustments I suggested that resonate with you feel free to pop em in there! https://www.reddit.com/r/DestinyTheGame/comments/bptty3/twab_announced_sandbox_changes_megathread/eny2qb5?utm_source=share&utm_medium=web2x

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                          • This click bait title is not even click bait... This man is talented with ideas. You maybe should make your own game. 👍🏻

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                          • Why isn't this kid working at Bungie? That is a massively thorough list.

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                          • Shh. Fun is not allowed.

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                          • Edited by Redbone: 5/21/2019 2:55:36 PM
                            I took the liberty of making some changes to the Warlock armor to make sure they can keep up with your changes to Titans and Hunters. Constructive Feedback is welcome. [b][u]Warlocks:[/u][/b] [i][b]Helmets:[/b][/i] [b]Eye Of Another World:[/b] Cerebral Uplink: Marks enemya that dare to damage you, killing them grants grenade, melee, and Rift energy [b]The Stag:[/b] Dearly Departed - Grants Rift energy when you are damaged (All stages). On your death, creates a Healing [i]And[/i] Empowering rift on your corpse that lasts for 45 Seconds. When an ally Revives you in your Rift, your Death-Rift Duration is increased for another 15 Seconds. [b]Verity's Bow:[/b] The Fourth Magic - Energy and Heavy Weapon Kills Grant Grenade Energy and greatly increase Grenade Damage for you and your allies for a short time (Think, Overcharging Grenade for Cataclysm Warlock type Grenade Buff, for 5 Seconds) [b]Apotheosis Veil:[/b] Insatiable - Immediately regenerate health, melee, grenade, and Rift energy upon activating your Super. Nearby allies recharge class abilities faster. Increasesthe Amount of Orbs of Light generated by your Super (Well of Radiance increased generation from 2 to 4, Roaming Supers increase Orbs by 33%) [b][i]Gauntlets:[/i][/b] [b]Aeon Soul: [/b] using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Winter's Guile:[/b] Warlord's Sigil - Melee Speed increased (To match Hunter), Eliminating enemies with melee attacks increases your melee damage (Stacks up to x3. 25%, 33%, 50% in PvP; 2x, 3x, 4x in PvE) [b]Karnstein Armlets:[/b] Vampire's Caress - Melee kills instantly restore all Health and begins generating an Overshield (Think: OEM) [b]Claws of Ahamkara:[/b] The Whispers - Gain an additional melee charge. Kills with Melee Abilities (Including Burns) instantly restores Your Melee Energy, and generates Orbs of Light [b]Ophidian Aspect:[/b] Cobra Totemic - Weapons ready and reload very quickly. Melee range is extended, causes Poison burn damage over time and disorients opponents (Think: Hunter Smoke Grenade) [b][i]Cuirasses:[/i] [/b] [b]Wings of Sacred Dawn:[/b] Tome of Dawn - Grants Phoenix Dive. Increases distance of Icarus Dash, Icarus Dash now grants a small amount of Health [b]Starfire Protocol:[/b] Fusion Harness - Increases the amount of Burn Damage enemies take from Solar Grenades. Solar Warlock Grenades have an additional charge and recharge from empowered weapon damage. Solar Grenade kills grant a small amount of Grenade Energy [b]Vesper of Radius:[/b] Planetary Torrent - Rifts have a slightly Larger radius. Rifts release an Arc shockwave when cast, and blind enemies who enter the rift. Killing enemies within a Rift (And ONLY Rifts) increases the Duration of that Rift with diminishing Returns (1 Kill = 12 Seconds, 2nd = 9 Seconds, so on until the 4th kill, which every kill after granting an additional 3 seconds) [b]Sanguine Alchemy:[/b] Bloody Magic - Standing in a Rift grants you and your allies heightened senses, allowing you to retain your radar while aiming down sights and Highlights nearby Powerful Enemies. Killing enemies while standing in your rift grants Health to You and Allies in the Rift, and enemies who enter your rift are slowly drained of their Health, Grenade and Ability energies to fuel the Rift Caster's Health, Grenade and Rift energies. The more allies in your Rift, the more Powerful [b]all[/b] of these effects are. (Increased Highlight Distance by 3m, Increased Health-Boost by 15 Health, and Ability Drain by 15%, for every additional ally in the rift) [b][i]Boots:[/i][/b] [b]Lunafaction Boots:[/b] Alchemical Etchings - Your Rifts gain the additional ability to automatically reload allies' weapons. Empowering Rift and Well of Radiance makes weapons effective over longer ranges, Healing Rift and Well of Radiance have a Stronger Overshield (25% stronger for Rift, 15% Stronger for Well) [b]Transversive Steps:[/b] Strange Protractor - Sprint speed and Jump Height increased. After a short time sprinting, your currently equipped weapon is automatically reloaded. [b]Geomag Stabilizers:[/b] Close Enough - When Chaos Reach Super energy is almost full, sprinting tops it off. Damaging enemies with Chaos Reach extends its duration, and Chaos Reach damage increases over Time when focusing on 1 Target (Starting at 10% and finishing at 40% if super is used on a Single Target)

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                            • This is VERY GOOD.

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                            • Nicely done. Some great ideas there. Are they all necessarily the answer? I don’t know. What I do know is the other exotics definitely need to be spiced up to the point of “almost” broken. This would make them interesting choices then with some more diverse builds. PvP will always be the thing that stirs the pot in the name of balance but hopefully that will be rectified in the future. If there wasn’t a limit on equipping exotics the game would be so much more customizable.

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                            • This is Very nicely thought out! I very much like the idea for the feedback gauntlets on the titan

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                              • As a Warlock main, i cri ... and i laugh, nice post.

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                                • good post man, you put more work in this than bungie put in 2 years

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                                • Edited by zJDz: 5/21/2019 1:46:26 AM
                                  Lol obviously a hunter main. You made all the hunter exotics super OP.

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                                  • Edited by TheBlackBandit45: 5/21/2019 1:42:50 AM
                                    You are spot on with just about all of them nice job. Great work. Numbers and some effects would have to be tweaked a little. You really put some effort into this 👍. I hope bungie sees this. I do wish Anteous wards or standasides count prevent knockback as a passive ability.

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