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Edited by MolestedMoose80: 1/31/2015 4:34:27 PM
40

list of underpowered exotics and how they could be reworked.

Made this post on reddit. Wanted to bring it here for views and support Edit: if you like this thread, please remember to comment. I would love to hear everybody feedback. Exotics are some of the best things of Destiny. They may not be rare, but exotics are completely change how a subclass is played depending on that situation. but some Exotics are fat worse then others. many of these "bad" exotics are just outclassed by others legendary weapons. So I'm going to make a list of exotic weapons and list why they are bad and how they could be reworked into a true exotic weapon. Universal remote: this weapon is a great shotgun. In fact, if it was in the special slot I'm sure it would see a lot more play, but this gun is a primary weapon. This main problem with this being a primary weapon is that its has an extremely low reserve ammo size. This make it so you run out of many in very easily. Not only that, but because of the fact its a shotgun and shotguns Aren't eh best for PvE, it tends only to see very light PvP use. Here are some changes but would not only keep the feel of the weapon, but it would also allow it to be used in PvE and be a lot more of a flexible primary is PvP. Change buck shot to a single slug that deals bonus headshot damage while ADSing.( Dealing 210-105 damage In. Standard PvP depending on range, this would turn UR into a 1-2 shot kill on all ranges. It's slow RoF would give it similar time to kills as hand cannons. Fix ADS lag. Give around the same reserve ammo as Hawkmoon ( 58) No land beyond: Like its cousin UR, NLB shares the same problems if being an special in the primary slot. But glitches with its ammo hold it back even farther. so here are some changes that wold help NLB because worth a Exotic primary slot. Fix bug the stops you from getting full reserve ammo after falling below so many rounds. Up reserve ammo to 40 rounds Let the reload speed buffs increase the speed of bolt action. Necrochasm: I Know its early to say now, but NecroChasm is pretty lack luster. It's not a bad Weapon my any means, but there are a few things that could be improved to make it a better weapon. Increase clip size to 62 Give it straight vertical recoil( no side to side pull ) Super good advice: We all know how bad SGA was before the Exotic weapon Buff patch. In that patch it got a lot of love, but I still feel that almost every legendary heavy machine gun could be better when SGA ( outside of "The Culling") what I propose to do is rework the theme of SGA from being a spray and pray boss crowd clearer to a High sustained damage Boss damager. The changes I listed below not only make the gun worth an exotic slot, they also fit will with the theme of the gun having a built in AI. Remove crowd control perk and replace it with " landing 10 shots on the same target gives your a damage buff ( stacks a max of 3 times, maxing at an extra 45% damage( so 145% of the normal guns damage) )" perk. Add "hitting a target with a bullet while ADSing marks the target until you stop ADSing or the target dies. Bullets fired from this weapon will aggressively track marked targets. you can only make one target at a time." to the current " super good advise " perk. Add unique visual and audio Cues to when you are locked in to a target. Change the color of the projectiles to match the red color of the Cabal projectiles. 4th horseman: I know ATM that this gun is only available on PS systems, but its already clear how underpowered it is compared to common auto Shotguns. Found Verdict has more rounds in the clip and has more range. Invective regenerates ammo and is easier to get threw exotic bounties. But T4thHM want always this bad. before it was released Thunderer was a very different perk. I suggest you maybe go back to who it was originally suppose to be. reduce the clip size to 4 rounds Replace the current "thunderer" perk with " this gun fires all four barrels ( the full clip) at once." ( original thunderer perk ) Change the " return to sender" to the " spray and play" perk leave the finally round perk as is.( I wanted to explain this quick. if this gun had the final round perk. it would let the last shot in the mag deal extra damage making its burst damage even higher. thats why its staying in.) thanks for reading. feel free to comment your ideas and thoughts below.

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