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Edited by ZerogaK: 3/7/2015 12:05:18 PM
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More New Ideas For Exotics!

[i]Edit: Aaaaand... We're trending! A bit low, but we are trending! Thanks everyone! You guys are awesome! :D[/i] So, 2 days ago I made a post where I created new ideas (Alongside a lot of you guys :D) for a bunch of Exotics for the Defender Subclass. [spoiler]Here is the link: https://www.bungie.net/en/Forum/Post/106240462/0/0[/spoiler] It was a big success, and it seemed like everyone really liked the ideas! Therefore, I decided to spend some time thinking about more of those, however this time, one for each subclass (Except Defender). I would also like to ask people for opinions as to how to balance these Equips should they be considered OP. Here's what I came up with: [u]Gunslinger[/u] [b]Exotic Hunter Helmet[/b] [b]Name:[/b] The Equation [b]Description:[/b] [i]The general theory of relativity states that once something reaches the speed of light, time appears to stop flowing to it. This helmet proves it.[/i] [b]Exotic Perk:[/b] [i]Stasis Module[/i] [i]Shots from your Golden Gun leave their trajectories standing still in the air, dealing Solar Damage to anything that gets close to them.[/i] [u]Bladedancer[/u] [b]Exotic Hunter Chestplate[/b] [b]Name:[/b] Inflated Ego [b]Description:[/b] [i]Confidence is the most powerfull blade a man can wield. Overconfidence disagrees.[/i] [b]Exotic Perk:[/b] [i]Megalomaniac[/i] [i]When you Arc Blade ends, you receive a buff to movement speed, along with grenade and melee recharge times for every kill you got during its usage. The effect dissipates after 45 seconds or if your HP reaches the Critical Zone.[/i] [u]Striker[/u] [b]Exotic Titan Gauntlets[/b] [b]Name:[/b] Universal Entrance Ticket [b]Description:[/b] [i]"Make way, or I will [b]make[/b] you."[/i] [b]Exotic Perk:[/b] [i]VIP[/i] [i]You can use your Shoulder Charge after sprinting less, it reaches further and at the end of the Charge, you also deal damage to anything on your sides.[/i] [u]Sunsinger[/u] [b]Exotic Warlock Chestplate[/b] [b]Name:[/b] Famous Last Words [b]Description:[/b] [i]"I will be back!"[/i] [b]Exotic Perk:[/b] [i]Vengeance From Beyond[/i] [i]When Radiance is activated from the grave, anything close to your Ghost will receive Solar Damage.[/i] [u]Voidwalker[/u] [b]Exotic Warlock Helmet[/b] [b]Name:[/b] The Devourer [b]Description:[/b] [i]You can't help feeling that something is screaming from far away in your mind: "EVERYTHING IS BUT MY NOURISHMENT. NOW, THEY WILL BE YOURS."[/i] [b]Exotic Perk:[/b] [i]Endless Hunger[/i] [i]You receive a slight buff to damage after using your Super for every kill you get with your Nova Bomb. The effect ends after 45 seconds or if the player reaches Critical HP.[/i] So, what do you guys think? Any suggestions? Balancing tips? What are your ideas? Also, here is something extra that I thought up. Hope you guys like it! [spoiler]Here is another Concept I created: https://www.bungie.net/en/Forum/Post/106855441/0/0 [b]Cursed Gear[/b] [/spoiler]

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  • Edited by gcw0068: 3/10/2015 1:22:53 AM
    An [i]explosive [/i]LMG, [i]thunderous[/i] Rocket Launcher, [i]ground-shaking[/i] Auto Rifle, and... a Hand Cannon to get you out of whatever mess you get yourself into. Here they are: [b]FIRE EATER[/b] [spoiler]Fire eater: exotic LMG -explosive rounds by default (lots of exotics have hidden perks) -firefly! -linear comp, SDC, FC -fitted stock, skip rounds, extended mag Stats: 54 in a mag, 88 with FS 16 range Fast ROF archetype-100 5 sec reload 47 non precise damage in PvP Poor stability hinders its performance- 23 Exotic Perk: Consumer: Successive hits on a target increases the chance for a Fusion Grenade explosion(w/o stick damage) to occur there. Note: at least 3 consecutive shots must be made to trigger. 3 shots = 25% chance 4 is 35 5 is 45 6 is 55... 10 is a 95% chance and 11 is for sure. In PvP this takes 3-5 shots to kill. Great against bosses. NOTE: explosive rounds reduce precision damage. Feel free to hipfire![/spoiler] [b]DEITY[/b] [spoiler]Deity: Arc Rocket Launcher Mag-1 Velocity-above average Rof- 1 round per 2.3 sec Reload-3.65 sec Aoe: pretty large, explained below. Soft, confined, warhead verniers Field Scout (mag is still one, but can have more in reserves), fitted stock, javelin Perk one: clown cartridge Description: Causes Titan Striker Discharge effect in a radius around blast. Deals 165 damage, and 130 more pre-exotic upgrade. Exotic Upgrade: Rage Takes away the extra 130 damage and replaces it with a flashbang upon rocket detonation. This deals up to 140 damage, with falloff, and blinds the foe. Simulates thunder and lightning. Also spawns an upside down Lightning grenade that looks like lightning. After each pukse, the grenade respawns in a slightly different area within the area of effect of the initial blast. Simulates Lightning. As this goes on, an Arcbolt effect also occurs, simulating clouds and electricity (and moar Lightning). This deals up to 945 damage with the exotic upgrade. More than a gjallarhorn. However, this launcher lacks tracking, and has terrible reload speed, and less in a Mag. It relies on the blinding to keep enemies in its area of effect, but in PvP if they somehow survive they can escape easily enough. But still blinded. Great against ove majors, as they will be blinded and suffer, likely, all 945 damage, but against bosses, it is much less effective due to them moving away from damage over time. The reload speed and duration of shot effects allows one area to be controlled for a long amount of time at the expense of numerous rockets. [/spoiler] [b]TREMOR[/b] [spoiler]Exotic Auto Rifle, Tremor Ballistics: Field Choke Aggressive Ballistics CQB Ballistics Perk 1: Hip-Fire Modifiers: Fitted Stock Quickdraw Explosive Rounds Exotic Perk: Tremors- Grants capabilities of high caliber rounds, lightweight and fleet-footed while this weapon is equipped. This weapon can be used while sprinting. (note: while sprinting, it cannot scope, and it's accuracy is as inaccurate as in midair.) statistics: Rate of Fire: 90- A tiny bit faster than Hard Light Impact: 23 damage on headshots- A tiny bit more than HL Range: 32 Stability: 36 Reload: 97- 1.5 times as fast as Suros Regime Mag: 20 Reserves: 240 Main Pros: DPS, reload, performance boosts Main Cons: Mag Size, stability [/spoiler] [b]COMPASS, the hand cannon![/b] [spoiler]Exotic Hand Cannon, dusty grey/ brown-gold stat overview -1 round per mag -113 headshot damage (so 75 body shot damage) (-Low ROF, 0.9 seconds to a shot [doesn't matter at all due to ammo per mag]) -fast reload speed (faster than even TLW) -best in class range, better than many Scout Rifles. Can reach 100 with range upgrades, making it quite literally a Sniper Pistol. -below average stability Perks: 1) Outlaw- precision kills with this weapon dramatically increase reload speed 2) CQB, linear compensator, field choke. Linear compensator and field choke lend just enough impact to kill with a body shot followed by a headshot. All these options progress from close range (CQB), where Compass is arguably less useful, to long range (field choke). 3) Flared magwell, custom optics, send it exotic perk Compass: Landing consecutive non-precision shots with this weapon increases the damage of its next precision shot. Stacks up to 3 times. -First non-precise shot = 8% bonus damage to next precision shot (so the precision shot deals 122 damage) -Second n-p shot= first apply the 8% bonus, -then- apply a 16% bonus to that. -Third n-p shot= apply the 8% bonus damage, then the 16% bonus, and then a 24% bonus. So, in PvP, this deals 176 damage, or 88% of a guardian's life. *note that if linear compensator or field choke is used, a body shot followed by a headshot will kill a guardian in Crucible, but if neither of these are used, a body shot followed by a headshot will fall just short of a kill. CQB is good for stability. I was thinking the reload animation could just be a hatch that pops out from the back, above the hand/grip, into which a single large shell is loaded using the guardian's left hand. but maybe not. And maybe the gun itself could be silver or grey but maybe not. And it could have a max ammo capacity of 40 or so but maybe not. Also note that missing any shot resets the damage boost effect.[/spoiler] EDIT: I have decided to change Compass' perk since it was similar to another. Here is the new and better version: [spoiler]New: “Stack precision shots to increase precision damage. Non-precision shots/ misses reset damage output multiplier.” Multiplier now stacks from 8%  16%  24%  32%. Crucible body shots deal 75 damage without ballistic modifiers, and headshots deal 113/123/143/178/235 when landed consecutively. Keep in mind that Compass’ Outlaw perk only triggers on precision -kills-, and grants a 150% reload speed boost. Now, if a player demonstrates enough skill to land four consecutive precision shots, even despite having to reload and therefore re-aim after each shot, consecutive precision shots after that can one shot kill in Crucible, or two shot overshields. Damage does not stack beyond the level of 235 damage, and after the 235 damage shot is dealt, precision damage output for the next shot will have only an 8% modifier (as maxing the damage output causes reset). The addition of a one hit kill on the final stack makes this perk useful in Crucible, if only by the most skilled players. Note that Compass is difficult to use not only due to a combination of small magazine size and high recoil demanding constant target reacquisition, but also due to somewhat low aim assist in comparison to the other Exotic Hand Cannons.[/spoiler]

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