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Catalysts
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The colony
Mag is 8
Switch element to strand.
Kills with the colony spawn a threadling at the combatants location.
Catalyst increases the amount of threadlings to 2
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Lord of Wolves
Longer range
Get rid of charge time and make it perfect paradox but with solar damage
scorch on rapid hits and heal on rapid kills
Catalyst increases magazine and gives a larger health increase and mobility boost
Small damage boost on red bar kills
Medium damage boost on orange bar kills
Large damage boost on yellow bar kills
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Xenophage
Catalyst adds incandescent
increased magazine to 20 reserves to 80
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Deterministic chaos
Magazine is 84
Every 6th shot weakens
Catalyst: killing a weakened target partially reloads the magazine
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NEW EXOTICS
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Fortune
Exotic heavy ammo double barrel sniper
Fires shield piercing stunning rounds and knocks targets back decently far
The sniper has a magazine of 4 with 2 shots being fired at once
Jackpot!: Deals massive precision damage (like a MASSIVE amount) knocks the player back a decent amount and damages the player a bit.
Bankruptcy: no weapon buff synergy
Strong against barrier and unstoppable champs
Double or Nothing: Missing shots drains the next shot (two bullets)
Catalyst:
increase mag to 6, less knockback and self damage
loaded like a breech launcher
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Polar opposites
Primary dual wield smgs
Weapon charges after getting kills and activating the charge makes kills create suspending bursts and lightning strikes
That rapid kills with this weapon generate a sever and jolt burst
Yin and Yang: Every bullet landed adds to the magazine when reloaded. Ex. Mag is 40, you hit 20 shots, when you reload you have 60 in the magazine
Catalyst adds Substinince
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Clairvoyance
energy slot special ammo void linear fusion rifle
Hitting precision shots generates energy up to four slots like revision zero
Long press reload to load a vortex that pulls enemies towards it.
Shooting a vortex with a regular bolt causes an explosion.
Shooting a vortex with another vortex causes a weakening explosion and stuns enemies inside the radius
Catalyst: shooting vortexes grants an overshield.
Shooting a vortex at another vortex grants a damage buff for a short period.
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Chronus
Energy slot Void special ammo scout rifle
Shoots explosive rounds
Hitting different enemies tethers them all together to a max of 6
Killing a tethered enemy damages all other tethered enemies. creates a chain reaction
Killing all tethered enemies fully reloads the magazine and doubles the size.
Catalyst: killing a tethered enemy stuns and all tethered enemies volatile
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Boreas
Primary slot special ammo Stasis fusion rifle
Every round applies slow to targets
Freezing a target creates a slowing field
Killing frozen targets creates a group of small stasis crystals at the targets location
Allies in the slowing field get small bonus damage to stasis weapons and abilities.
Catalyst: destroying stasis crystals or frozen targets reloads the magazine.
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Wild Card
Heavy ammo power slot rocket sidearm
Make sure it doesn’t have excellent ammo economy unless you want all exotics to become obsolete
shoots each element in order of arc, strand, solar, stasis, void
Arc kills blinds nearby enemies
Strand kills grant woven mail
Solar kills scorch nearby targets
Stasis kills slow nearby targets
Void kills suppress nearby targets
Catalyst: hitting a single target with every element charges the weapon. long press reload to load a high power laser based on the element next in the magazine
Arc lazer kills grant amplify
Strand lazer kills grant woven mail
Solar kills grant radiant
Stasis kills grant frost armor
Void kills grant devour
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Raiju’s Wrath
Rapid fire precision Arc hand cannon
Not as high damage as still hunt. It’s more ad clear focused
Hits increase fire rate and rapid kills reload magazine.
Hitting precision shots charge the weapon and precision kills amplify you
Hold reload to activate an arc version of golden gun with 4 high damage lighting bolts that jolt nearby combatants.
Deaths of jolted targets call down small lightning strikes
Deals small bonus damage towards nightmares
Catalyst: increases secondary lightning strike size and increases arc golden gun to 5 shots
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collab exotic
John Wick’s M1911 E series
Has a special “wick flick” reload animation
Super stable sidearm with little recoil
Deals bonus precision damage
Kills increase damage and rate of fire
Shooting targets with this weapon build a charge. Reloading will consume the charge granting even more bonus damage and an extended magazine
Taking damage with this weapon readied will build a separate charge that when consumed, (held reload) grants an overshield, invisibility, and massively increase movement speed and jump height.
Catalyst: Kills with this weapon partially reload your heavy weapon.
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Next three are connected
When I say bonus damage for two fire team members using “said exotic” I mean one of each type. Ex. One uses perspective, a different one uses unnatural outlook, another uses panorama.
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Perspective
Stasis primary slot special ammo double edged sword
Has an airborne heavy attack being a slam into the ground that creates a ring of stasis crystals around the player it has 3 layers of crystals increasing in size the further it gets from the player.
Fortune favors the bold: rapid kills grant frost armor
damage buff when fireteam members are using Unnatural Outlook and Panorama
Catalyst: rapid kills now grant slow to next few swings
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Unnatural Outlook
Special ammo Solar dual wield energy slot swords
Deals extra damage against slowed/frozen targets and stasis crystals
Airborne heavy is a slam into the ground that create a solar shockwave that makes nearby allies radiant and moderately scorches enemies.
damage buff when two fireteam members are using Panorama and Perspective
Catalyst:
shockwave attack final blows cure you and also adds incandescent
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Panorama
Heavy ammo power void glaive
Doesn’t reload, magazine is max reserve size
Ranged attack sends out a large void vortex that brings enemies closer and suppresses them.
It’s melee attack is a spin attack that has much longer range than swords
While airborne hold melee to propel into the air and slam down to create a high damage void shockwave that stuns enemies
damage buff when two fireteam members are using Perspective and Unnatural Outlook
Catalyst:
Defeating targets in the vortex or by a slam attack grant overshield
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I totally like the borealis it will make it very viable im gms. For colony i always thout at how cool will it be if insted of grenades it will shoot an bee hive like structure that periodlicaly summons insectoids. Sience the last guardian games i always dreamed at some class focused primary exotics for pve, then with times when the prismatic was announced i got this. Note: 1)every weapon can be used by the other classed but only one class can acces the full potential. 2)the perks are identical: Perk 1: every kill give you class ability energy Perk 2: when you use your grenade the weapon switch elements to matches your super, now depanding on your super you get the either incandescent, jolt, chill clip etc ---------------------------- Alfa and Omega Primary adaptiv smg Class perks: while on hunter after every dodge the weapon splits into two smgs, one matches your subclass the other one is random, both smg have their own mag so it esentialy doubles your mag, downside you can no longer ads, the handeling get cut in half the damage is reduced by 25%. ----------------------------- Fabian strategy(yes i know it is the the titan class exclusive wepon from D1 but I liked it's designe) Rapid fier auto rifle Class perk: while on titan holding the class ability button comsume your class ability and generates an shiled similar to the vex wyverns wings that is attached to your weapon+ while near you teammeates are inflicted with buffes that matches your super for example if your class is solar your teammates get radiant, amplified for arc, devour for void, etc. Downside the shield doesn't cover your head and you can't sprint. Note it synergize with citans. ----------------------------- Right here Precision bow Class perk: while on warlock holding the class ability button transform the next arrow into a paracausal arrow. The paracausal arrow can't hit any enemy, if fiered at an enemy the arrow will fall at the enemy feets, when the arrow hit the ground spawns a rift and generates an explosion that matches your super, enemy within the explosion range are inflicted with debuffes that matches your super( i.e scortch, slow, jolt, sever, volatile ) while the allies are inflicted with buffes that matches your super( i.e resoration, devour, amplified)
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I can’t do that dave
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The concepts are very interesting I wish Bungie listened to players like us
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I stopped reading after borealis, we do not need to go back to unlocking perks. I didn’t like the IKEA Strategy of weapon progression from D1.
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All of those ideas are really cool and well thought out. I especially like how the scout rifle and hand cannon are more focused towards add clear and the double swords is cool too. Similar with the double barrel sniper. More weapon types is always better. With the "polar opposites" it says "the guns" but it doesn't have a description of what those guns are like the others. It would be cool as hell to get to dual wield guns (and other things) in this game especially given all the different elements and damage types/effects that could take place. The only thing I would possibly question is things where one input might find it far harder to do like having to hit a target with one of every element. Some people could find that quite hard to do on controller. I guess as long as its not a headshot with every element type. Overall those are really interesting suggestions for how to move the weapons part of the sandbox forward while also making it so it doesn't feel like similar weapons are dropping as often.