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Edited by HostileStealth: 12/12/2018 4:22:29 PM
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List of reasonable Exotic Armor buffs

I'm getting tired of using Shards of Galanor over all my exotics, so I decided to write some buffs for underused gear. [b]Titan:[/b] [spoiler][b]Ashen Wake:[/b] Fusion Grenade kills restore grenade energy [b]Eternal Warrior:[/b] Works with Thundercrash. [b]Wormgod Caress:[/b] Melee kills grant melee energy [b]Actium War Rig:[/b] Rapid kills grant additional super energy and damage. [b]Armamentarium:[/b] Grenades recharge faster. Wall grenades are harder to destroy [b]Crest of Alpha Lupi:[/b]Barricade activates quickly, granting healing pulse and shorter revive timer[/spoiler] [b]Hunter:[/b] [spoiler][b]Celestial Nighthawk:[/b] Grants combustion to 6 shooter. Golden Gun recharges faster. [b]Foetracer:[/b] Move faster after marking. You don't appear on marked enemies radar. [b]Graviton Forfeit:[/b] Invis effects last longer, abilities recharge faster when invis. Flawless execution duration resets on a kill (doesn't grant invis, just truesight) [b]Knucklehead Radar:[/b]Radar grants precise location, health and super availability of enemies [b]Wormhusk Crown:[/b] Dodging increases recovery and resilience, and recharges dodge on a kill. [b]Sealed Ahamkara Grasps:[/b] Melee damage empowers weapons. Dodging increases melee damage [b]Young Ahamkara's Spine[/b] Additional Tripmine Grenade charge. Replaced blast radius with damage [b]Lucky Raspberry:[/b] Arc Bolt stuns enemies. [b]Raiden Flux:[/b] Undo stealth nerf. Projectiles deflected are accurate, do more damage and extend super on hits and kills. [b]The Sixth Coyote:[/b] Dodge activates faster. When near enemies, dodge recharges faster. [b]Gemini Jester:[/b] Increased radar removal effect. Grants invisibility. [b]Lucky Pants:[/b] Steadily reloads a portion of your equipped Handcannon magazine from reserves. Briefly increases precision damage when swapping to a HC. [/spoiler] [b]Warlock[/b] [spoiler][b]Eye of Another World:[/b] Activating an ability grants energy to other abilities. [b]Nezarec's Sin:[/b] Works for Solar and Arc subclasses [b]The Stag:[/b] Grants and overshield when critically wounded. On death, allies are empowered and healed. [b]Contraverse Hold:[/b] Grenade energy on grenade hit is not random; it returns 30%. Void weapons aren't affected by void shield. [b]Karnstein Armlets:[/b] Melee return melee energy [b]Sunbracers:[/b] Regular melee kills proc unlimited solar grenades. Dawnblade recharges faster during this effect [b]Winter's Guile:[/b] Melee kills grant melee energy [b]Chromatic Fire:[/b] Solar firefly burns nearby opponents, Arc firefly chains and stuns nearby opponents, and void firefly suppresses nearby opponents. Abilities are briefly empowered after elemental kill. Increased elemental explosion damage and blast radius [b]Phoenix Protocol:[/b] Activating Well of Radiance revives nearby allies and yourself (only works once) [b]Starfire Protocol:[/b] Damaging enemies while standing on a healing rift recharges grenade energy [b]Vesper of Radius:[/b] Deploy Rift faster. In the air, deploying rift crashes the player to the ground, releasing a powerful shockwave [b]Wings of Sacred Dawn:[/b] Perfect accuracy while in air. Icarus Dash has 2 charges and shorter recharge timer. In air kills heal you [b]Lunafaction Boots:[/b] Rift lasts longer, healing rift also extends weapon range. Empowering rift recharges abilities faster [b]Transversive Steps:[/b] All weapons are reloaded after sprinting. Blink activates faster, has a short recharge timer and weapon ready faster after blinking [/spoiler] What do you guys think? I think its what this game needs, and it will make exotics even better on PvE, with new strategies and builds

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  • The Titan greaves that reload submachine guns should just be scrapped and the Actium War Rig should just reload all automatic weapons instead of just auto rifles

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  • Edited by One Shot Ted: 12/15/2018 4:32:38 AM
    Here are my ideas for them: [b]Titan:[/b] [quote][b]Ashen Wake:[/b] Fusion Grenade kills restore solar ability energy. [b]Eternal Warrior:[/b] Make it less ugly. Also, let it work with Thundercrash. [b]Wormgod Caress:[/b] Increase melee attack speed, melee kills generate orbs of light. [b]Actium War Rig:[/b] Generates ammo for Auto Rifles. Loads Machine Guns from reserves. [b]Armamentarium:[/b] Grenade kills generate orbs of light. [b]Crest of Alpha Lupi:[/b] Towering Barricade gradually heals nearby allies. Rally Barricade increases weapon damage.[/quote] [b]Hunter:[/b] [quote][b]Celestial Nighthawk:[/b] Grants precision damage for six shooter tree. [b]Foetracer:[/b] Marked enemies take more damage at all health percentages in PvE. [b]Graviton Forfeit:[/b] Grants truesight while invisible to all subclasses. Killing an enemy while invisible recharges dodge. [b]Knucklehead Radar:[/b] Enhanced radar is always active, not just while crouching. [b]Wormhusk Crown:[/b] Dodging immediately starts health regen. [b]Sealed Ahamkara Grasps:[/b] Make them less ugly. Melee damage empowers weapons. [b]Young Ahamkara's Spine[/b] Additional Tripmine Grenade charge. [b]Lucky Raspberry:[/b] Arc Bolt Grenades chain to an additional enemy for each kill. [b]Raiden Flux:[/b] No change needed. [b]The Sixth Coyote:[/b] Dodging grants truesight. [b]Gemini Jester:[/b] Disoriented enemies are suppressed and move slowly. [b]Lucky Pants:[/b] Change initial accuracy buff to a constant effect.[/quote] [b]Warlock[/b] [quote][b]Eye of Another World:[/b] Activating an ability increases recharge rate of other abilities. [b]Nezarec's Sin:[/b] Void kills cause enemies to explode. (This exotic already works for other subclasses.) [b]The Stag:[/b] Increases class ability regen for you and nearby allies. [b]Contraverse Hold:[/b] Charged grenade kills grant health recovery super energy. [b]Karnstein Armlets:[/b] Melee kills increase movement speed and weapon damage. [b]Sunbracers:[/b] Regular melee kills increase grenade regen. Unlimited grenade effect granted while Dawnblade and Well of Radiance are active. [b]Winter's Guile:[/b] Melee kills recharge melee ability. [b]Chromatic Fire:[/b] Greatly increase firefly radius and damage, and firefly kills chain to other enemies. [b]Phoenix Protocol:[/b] Allies that die within the Well of Radiance can respawn or be revived immediately (no timers). [b]Starfire Protocol:[/b] Empowered allies gain grenade regeneration effect as well. [b]Vesper of Radius:[/b] Increased radius and damage of explosion. Rift kills grant rift energy. [b]Wings of Sacred Dawn:[/b] Icreases movement speed and aerial accuracy during glide. [b]Lunafaction Boots:[/b] No change needed. [b]Transversive Steps:[/b] Increased blink distance. Removes cooldown from blink outside of PvP activities.[/quote]

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  • Bungie: nerf it

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  • Lots of good ideas, especially like the transversives idea. I think the phoenix protocol one is a bit much but as a D1 warlock i'd love to see self res back, maybe phoenix protocol lets the user self res and cast well of radiance but at the cost of slower super charge rate?

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    • Edited by Kermit: 12/13/2018 1:13:30 PM
      Honestly 45% of these sound sooo broken and dumb... [spoiler]and I love it[/spoiler]

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    • Lion Rampants masterwork should give it the ability to Icarus Dash.

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    • Can you add more Titan buffs? I want to use my mask of the quiet one again.

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    • How about for lucky pants, switching to a stowed hand cannon grants a huge precision damage multiplier to the first shot, but that damage decreases rapidly the longer the shot isn't taken. That would make it super cool to use

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    • Eternal warrior "buff" is laughable at best. Honestly all the titan ones except war rig are laughable.

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    • A couple sound a little op maybe but over all a lot of great ideas

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    • Aeon exotics...???

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      • Crucible would be an invisible Hunter nightmare... I only care about PVE though so, [i]APPROVED![/i]

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      • Edited by Cosmos Guardian: 12/13/2018 2:59:42 AM
        Yes. Any ideas for Peacekeepers?

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        • With your lucky pants, I think simply adding luck in the chamber to kinetic hand cannons would be good

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        • I agree 100% massive bump

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        • Lol you dropped some crazy op sounding shit for hunter. Foetracer?? My God. I only think about 4 of those are acceptable.

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          • Us titans have way more shit exotics than that lol.

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            • Warlock's list is longest because there are only like 3 decent exotics

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            • I actually think all of these are really good Stag seems a bit much however, and how would the Phoenix protocol only once thing work? You revive on initial placement only I assume but it resets after each super?

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            • I feel like your phoenix protocol change would result in some cheeses we saw in D1 with the solar warlock haha. Don't get me wrong though. Ive been wanting a healer/cleric type sub class forever now. WoR gave me my healer (sort of)...but I know somehow a resurrect mechanic would be abused.

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            • How about Sanguine Alchemy? It has a great concept, but doesn't really execute well. In my opinion the changes made should work similarly to an arc soul. The effects to see enemies behind walls stays with the user once leaving the rift for 9 seconds. Can be refreshed.

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            • These are some pretty decent suggestions. Regarding Foe Tracer for Hunters specifically - I'd say it just needs the damage scaling to start sooner. Personally, I think the damage scaling should start at 75% HP, and then gradually ramp up, maxing out the damage bonus at under 25% HP. With the damage bonus being +35% at max. Example: 75% HP = 5% +damage 65% HP = 10% +damage 55% HP = 15% +damage 45% HP = 20% +damage 35% HP = 25% +damage 25% HP = 35% +damage (with the largest damage boost jump happening at 25% and below HP) This would help in both PvE and PvP. And I don' think it would make it "OP" in the slightest, as this damage bonus will ONLY apply to a single "Marked" target and isn't spread out across all targets, and also isn't a damage bonus that can be "shared" with other teammates. Heck, I could see an argument for "more" of a damage bonus being applied below 35% HP, like upwards of 50% +damage, but I'd be totally fine with the values I've listed above as well. Foe Tracer is, currently, pretty much crap in both areas (PvP and PvE). And yes, especially in PvP. It's +damage bonus is non-existent in PvP on all but an "extremely" minor bonus on the last couple of ticks on a Trace Rifle (and we're talking +1 damage bonuses here people...) and really the "Trace/Mark" effect is a gimmick, especially compared to my Titan's One-Eyed-Mask. What you can do with the Marking Effect on Foe Tracer is already nearly useless when any competent player can do just about as good locating you with just the radar and sound cues. With powerful exotics like One-Eyed-Mask around, why on earth can't Foe Tracer be made at least "decently" powerful? Just my thoughts..

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            • I like your change to alpha lupi. I used alpha almost exclusively in D1 pve except hard mode raids (no revive) until TG came out. But now it is worthless. Any time your caught and need a 'healing pulse' you're usually dead before you can activate barrier.

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            • Edited by Hero: 12/13/2018 6:54:09 PM
              Ouuu me like those Transversive Steps and Wings of Sacred Dawn

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            • the contraverse hold change is hardely a buff.

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            • I do like all of your changes but I do have thoughts of my own as well: [b][i]Titan: [/i][/b] [spoiler] [b]ACD/O [/b] Improve damage dealt with Arc weapons and abilities while they're fully charged. [b]Actium War Rig [/b] Change it from just reloading auto-rifles to all rifles. Also have it improve rifle weapon damage when used in conjunction with the Rally Barricade, for you and allies within its radius. [b]Aeon Safe [/b] Shift it from granting Barricade energy on dropping a Barricade to granting Melee energy when expending your Melee charge, retain the other portions for what Warlocks and Hunters gain from this. [b] Armamentarium [/b] Wall Grenades harder to destroy, improve the line length of Void Wall and Thermite, improve the effect radius on the following: Suppressor, Flashbang, Incendiary, Improve the duration of Pulse Grenades . No changes to Magnetic or Fusion, as there's already an exotic there. [b] Ashen Wake [/b] Bring the Heat applies to Fusion and Magnetic Grenades, improving their damage and explosive radius slightly in addition to its original effects. [b] Crest of Alpha Lupi [/b] Healing pulse occurs every three seconds rather than just on the initial barricade drop. [b] Doomfang Pauldrons [/b] Improve the radius of Shield Bash's effect, Defensive Strike also lets out a small radius burst of Void Energy, no improvement to Tactical Strike. The secondary part could use tweaking. [b] Hallowfire Heart [/b] Improve the recharge rate slightly of Solar abilities without Hammer of Sol charged, having it be increased when it is. Include Burning Maul. [b] Heart of Inmost Light [/b] Increase the duration of Empowered, and Empowered Barricades last longer in addition to having more HP. [b] Helm of Saint-14 [/b] Improve something to do with shotguns........ [b] Khepri's Horn [/b] Improve the Solar burst to be a pulse every couple of seconds that improves in damage each pulse until it explodes at expiration or when the barricade is destroyed. [b] Peacekeepers [/b] Improve damage and accuracy for ten seconds after switching to the SMG. [b] Synthoceps [/b] Reduce the number of people to qualify as surrounded to two, down from three. [b] Ursa Furiosa [/b] Add 'Bears Roar': When you raise the shield it deals a cone of Void damage, can't occur more than once every five seconds. Damage dealt increases the duration of your super. [b] Wormgod Caress [/b] Improve the base duration of the Burning Fists buff. [/spoiler] [b][i]Hunter: [/i][/b] [spoiler] [b]Aeon Swift [/b] Change the bonus for Titans to melee energy. [b]Celestial Nighthawk[/b] Improve the explosive radius of the target's detonation, allows chaining with slightly smaller explosions. [b]Foetracer[/b] Improve the duration of target highlighting, improve the threshold for what constitutes 'low health'. I like your removing you from the radar part. [b]The Dragon's Shadow [/b] Improve it so your currently equipped weapon gains a few extra powered rounds on reload. [b] Fr0st-EE5 [/b] Improve the regeneration slightly, add a timer to denote the speed increase. [b] Graviton Forfeit [/b] Add the ability to go invisible either as part of striking with a melee or being struck by a melee. Invisibility also further decreases your 'blip' on the radar. [b] Mechaneer's Tricksleeves [/b] Remove the whole "When critically wounded" and just grant the damage on swap, improve the duration on swap. [b] Oathkeeper [/b] Steadily increase the bow's damage the longer it's held. [b] Ophidia Spathe [/b] Change it to "Twin Heads of the Serpent" and include double charge for all melee. [b] Wormhusk [/b] Tweak the healing granted to be slightly higher, the nerf received was an over correction. [/spoiler] My warlock is kind of dusty so I don't have much input on them.

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