Y1 Exotic Armor Catalyst - Hunter
This is in addition to my previous post a link will be provided below
[url=https://www.bungie.net/en/Forums/Post/249802403?page=0&sort=0&showBanned=0&path=1]Y1 Exotic Armor Catalyst - Titan[/url]
[url=https://www.bungie.net/en/Forums/Post/249803980]Y1 Exotic Armor Catalyst - Warlock[/url]
Again to reiterate these catalyst ideas are designed to enhance the abilities of these exotics without outright breaking them.
1. [b][armory]Knucklehead Radar[/armory][/b]: Probably the most simplistic
* Provides enhanced radar in totality. Radar unaffected by blinding (this means they can still be blinded visually however the radar is still there)
2. [armory]Celestial Nighthawk[/armory]: There are 3 possible options. Let me know which one you think is best. I’d much appreciate it.
* A. Double the damage of the already super powered Golden gun shot
* B. Increased super energy on Nighthawk kill
* C. The final option is that Nighthawk provides 2 shots (providing you nearly double the super energy. Tweaks may be necessary.)
3. [b][armory]Foetracer[/armory][/b]: This one was was difficult as it’s abilities were either further enhanced on the Titan exotic One-Eyed Mask.
* Enhanced Relentless Tracker. Tracking on target cannot be broken and has extended duration (we’ll say 25 second). Increased damage on marked targets (about 2-3 damage in pvp. We’ll say an entire 15% - 20% in pve)
4. [b][armory]Graviton Forfeit[/armory][/b]
* Enhanced Vanishing Shadow. Further increases duration of invisibility affects and all abilities recharge faster while invisible.
5. [b][armory]Wormhusk Crown[/armory][/b]: Super scary right? Don’t worry no season 3 flashbacks here.
* Increased health gained after dodging. It currently grants 70 hp so we will increase that by 60% this will allow 112 hp. Due to the current meta and ttk of weapons this won’t be nearly as broken as some may think.
6. [b][armory]Young Ahamkara’s Spine[/armory][/b]
* Grants additional grenade.
7. [b][armory]Mechaneer’s Tricksleeves[/armory][/b]
* When critically wounded the damage increase activates even while the sidearm is equipped. The affect lingers on for 3 seconds when no longer critically wounded.
8. [b][armory]Shinobu’s Vow[/armory][/b]
* Adds 2 more projectiles to each skip grenade. This would increase its damage by 40 and also grants you more energy.
9. [b][armory]Sealed Ahamkara Grasp[/armory][/b]
* Dealing melee greatly increases ready and reload speed of all weapons.
10. [b][armory]Raiden Flux[/armory][/b]
* Enhanced Synapse Junctions. Kills with Arcstrider extend duration of super. Take Doom Fang Pauldrons as reference. It’s not a huge amount of energy (that and keep in mind this is a purely melee super so avoiding it to a complete option).
11. [b][armory]Lucky Raspberry[/armory][/b]: There are two possibly options please let me know the one you think is best.
* A. Provide additional grenade
* B. Give us a D1 throwback and spawn with grenade energy.
12. [b][armory]The Dragon’s Shadow[/armory][/b]: This one also has slew of potential options. It was difficult to decide on which. So please tell me which you think is best. Especially since I have this level of speed to the Warlocks Ophidian Aspects Catalyst.
* A. Kills while Wraithmetal Mail is active decrease dodge cooldown.
* B. Wraithmetal Mail duration doubled.
* C. Wraithmetal Mail maxes out handling, reload , and ready speeds. (Basically those stats have their bar completely filled. Duration increased to 15 seconds
* D. While dodge is charged Wraithmetal Mail (standard) is active. Enhanced Wraithmetal Mail activates after dodging (basically option C.)
13. [b][armory]Ophidia Spathe.[/armory][/b]
* Melee damage decreases melee charge time. Increased knife throwing speed.
14. [b][armory]Lucky Pants[/armory][/b]
* Grants autoloading holster to all hand cannons. Illegally Modded Holster duration increased by 3 seconds.
15. [b][armory]Orpheus Rigs[/armory][/b]
* Creates a total of orbs equivalent to the number of enemies tethered amount is dependent upon the enemy as well.
* Minions 1 orb
* Majors and Guardians 2 orbs
* Yellow bars 3 orbs
* Bosses 4 orbs.
16. [b][armory]St0mp-EE5[/armory][/b]
* Time for a D1 THROWBACK. Grants additional jump
17. [b][armory]Gemini Jester[/armory][/b]
* Increases range of Misdirection.
18. [b][armory]Fr0st-EE5[/armory][/b]
* Sprinting while all abilities are charged helps charge super (equivalent to one super mod. Unsure if 2 would be too much)
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Wow just on this one everything was far too broken a few suggestions in... double nighthawk damage? Do you want bosses to be extraordinarily easy or what? Because they are already melted far too easily. And wormhusks lmao not as broken as we would think... think again. It can always make a comeback even in a new meta that would be broken.
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Could The extra jump St0mpEE5 make a quad jump hunter? (Triple jump subclass perk active) What about a double High Jump? (High jump subclass perk active [obviously] ) Also i just love the ideas for all the exotic armor. I have these upvoted and i really hope bungie takes these into consideration when season 6 (or 7) hits.
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Love these ideas, and would make a few of these worth reconsidering. One suggestion for Celestial Nighthawk - I like Option C, but I think tweaking it to "If the overcharged shot lands a critical hit but does not kill the target, a second round will be loaded for 1-3 seconds" would keep it from being abused/"too OP" while still being extremely useful (and would also encourage careful shot placement and timing, which this game could really use more of). Since the second shot would only apply to high-level enemies, getting a kill with the second shot could grant 1.5x the returned Super energy. Since I usually run Nighthawk for solo PEs/Lost Sectors/Adventures/Heroic activities, I've noticed its max damage is usually 60-80% of a boss' health (same with Wanted enemies and many Majors in Strikes), and the ability to time a shot around a Hydra's shield or a Colossus' boost and earn a follow-up that could finish off the enemy would keep OG Gunslinger with Nighthawk on par with Blade Barrage as a pure DPS class for Hunters. One additional minor tweak/detail would be that "critical hits" include hitting a crit spot through a shield, so shooting a Minotaur in the juicebox or a Captain, Wizard, or Centurion in the head would break the shield prior to registering the hit and still count as a "crit" for the purposes of the perk (or could be modified to "lands a critical hit [b]or breaks a shield[/b], a second round is loaded," depending on the game's capability to handle exceptions for shielded enemies - the number of enemies immune to Firefly and Graviton Forfeit's perk doesn't give me great confidence that they could get the "crit through a shield" mechanic right when it's needed).
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If Stomp-EE5 granted an additional jump in addition to what it does right now, I’d never take it off.
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Celestial nighthawk should have combustion back, and when something dies to the explosion they explode causing a chain. Then for every chain explosion you get 5% of your super back. Foetracer I would like the extra damage from the start. So 80 to 100 health 5%, 60 to 80 10%, 40 to 60 15%, 20 to 40 20%, and under 20 25% or what ever the current modifier is if higher. Orpheus rings, I think you idea is too strong, all anyone would do is supers. So maybe increased duration and range.
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I think for Lucky Pants, the Masterwork could do something better. What about the ability to sprint and hip-fire hand cannons at the same time?
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I like it!
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Great ideas
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Nah, dude. Nighthawk, we gotta boost up that presumably useless bit of the helmet >Nighthawk kills now generate a Nova Bomb sized explosion My gun shoots nukes
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I love them!!!
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Изменено (Hal): 11/25/2018 9:58:41 PMFeel like Orpheus Rig could be a little ridiculous, so I tether 20 psions and 20 orbs spit out of my butt? Idk seems kinda op, also how would it work in crucible, what enemy type are guardians? Otherwise I really like the ideas they’re all pretty solid ways to improve the exotics.
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Shinobus vow [spoiler][i][u]D1 Y3 flashbacks[/u][/i][/spoiler]
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An actual purpose for Ahamkaras spine