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Edited by Wes: 12/26/2020 3:59:24 PM
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Wes
Wes

Icarus needs to be built-in on exotic and adept primaries

Seriously, there's a reason why legendary primaries are used more in competitive playlists. (This varies by platform of course. In air shots are easier on MnK.) A HUGE part of the fun in Destiny is the movement, and Icarus is the gap between the fantastic movement and awesome gunplay. Otherwise, your accuracy literally goes down the drain the moment a pebble raises you in the air. So what it comes down to is for a player who can aim, fire, and control in-air movement all at once Dire Promise becomes better than Ace of Spades, Crimson, Sturm, etc. That is kinda ridiculous. And then for adepts, why would a good player sacrifice icarus for these adept mods that honestly don't make a huge difference? They wouldn't. Icarus needs to be an inherent trait on all exotic primaries and adept weapons. Bottom line.

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  • In my opinion there shouldn't be an in air penalty to begin with.

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    • Or make Icarus a boot armor mod that costs a lot of energy slots? It lets you put Icarus on exotics and since it’d cost a lot of energy slots it wouldn’t be broken or anything.

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      • Edited by DuBChiri2: 12/26/2020 11:23:55 AM
        What does icarus do for summoner or whatever the fusion is called? What does icarus do for no time to explain or jade rabbit? I know it WOULD do something, but you dont use these weapons in the air...pretty much at all if possible so it's basically worthless to have on or want on. You gearing this more towards the exotic handcannons or shotguns makes a lot more sense than you actually asking for blanket icarus to all weapons...because why give weapons that suck in the air a bonus for something they blatantly suck at? Even top tree dawnblade when they eat their grenade doesn't really make them comfortable to use in the air and most of the time you wouldnt anyways. Also...why not just give the adept trials weapons celerity? It's a perk literally FOR trials and so they should have the trials perk shouldn't they? It being a rollable option should only apply to the non adept versions, but be built into the adept ones. One final note...on a summoner...why WOULDN'T I pick adept range over icarus? On the rocket why WOULDN'T I pick blast radius? The adept mods being a bonus to stats is something I value more than being able to shoot in the air (unless I'm using a shotgun or handcannon) although I don't really understand what they were thinking by creating mods with downsides. 25 recoil direction is NOT worth losing 10 range on pretty much any weapon that could use it. Adept mag should've just given extra rounds, because more ammo per mag is pretty irrelevant on most weapons except for preference especially in pvp. My dire promise has 11 rounds...how many more do I need? It's like the stupid iron banner perks. Theres the one that's actually ok because it boosts stability but lowers reload...and then theres one that absolutely CRIPPLES your range for aim assist. That perk is a piece of garbage. They made really hard to get perks...a piece of crap. Sounds kinda like the kings fall weapons. I'll never forget how terrible zhaolis was.

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        • Maybe Exotic weapons should just get a mod slot. It seems strange that a weapon that is supposedly more rare and powerful can't even slot a mod. Maybe some exotics like Xeno would be broken with a boss spec but still.

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        • Alternate take... Give Adept Trials Weapons both a normal mod slot AND an Adept Mod slot. Increase the positive effects of Adept Mods, but then also increase the limiting handicap of each Adept Mod. Also, add an Adept Icarus mod that greatly increases in-air accuracy and even increases reload speed in-air, but forces slower reloads and reduces handling while on the ground.

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          • Top Tree Dawnblade + Icarus on Sturm/Ace/Crimson sounds obnoxious. I'll pass. They are perfectly high tier PvP weapons without Icarus. You can go flawless and hit legend with them just fine. No adjustments needed.

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            • No. No balance there.

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