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Way Way WAAAY Too OP. (Fan Creations)

by Korny @, Dalton, Ga. US. Earth, Sol System, Friday, July 10, 2015, 12:33 (3377 days ago) @ Morpheus

Being able to switch between all three elements? That means you're never going to use any other weapon ever for the rest of your life.

It's a short-range auto rifle exotic. Other elemental weapons are better at both long (Fang of Ir Yut) and short (4th Horseman) ranges, and some, like Fatebringer and Murmur don't require an exotic slot. It is a reward, though, so of course it should have an edge over other elemental weapons.


I'd rather go for a weapon that does kinetic damage stacked with an element. It would be like double the damage--an extra kick for those with that elemental weakness!

What would be the difference?


I know the grenade launcher thing sounds like a good idea, but 77 seconds is a really long time. What about those with two grenades? Do they get two shots? Is it affected by Catapult? Does it have to be those grenades specifically?

It is a long time. It's supposed to be an extra ability that you wouldn't otherwise have.
The gun is separate from any class abilities or gear perks. You wouldn't get two grenades; you'd have to wait until both of your grenades were in cooldown. It's not affected by Catapult, as that's a player modifier. And it does only fire those three grenades, which are very useful in different ways as it is, and would complement any of your grenades.


Oh, and the Etheric Light needs to be removed. All the Legendary weapons use Etheric Light. All the Exotics use Exotic Shards. No one weapon is going to be justified needing both.

But this weapon would be jumping from a low-damage White rarity straight to Exotic, so normal rules don't apply. Etheric Light increases damage, Exotic Shard makes it exotic... Unless you prefer requiring the Crux of Crota instead...


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