Remember how I was spamming the exotic post last week? Yeah, I was doing that to get the comments for this video. Want to show y’all’s ideas when doing these going forward. Thoughts?
How about when Microcosm can deplete all of transcendence energy and your prismatic grenade to apply a debuff that is depending on your Guardian's grenade type?
I feel like most of these comments don't know how a catalyst is meant to work I see simple shit like. " Give us vorpal weapon". Make it spawn stasis crystals. Basic level shit. Make it go crazy. Heavy stasis glaive should spawn crystals on freezing a enemy destroying them and the Crystal's further increases melee damage for a short time since it's already built around that. Don't use it for end game content is all. Divinity should be doing the beam for a sustainable time" aka 5 or more second of continuous divinity beam on the enemy makes precision damage increase further for a short time since the whole point is to make crits easier. Some of these don't need catalysts. They also need to synergize with builds so throwing random B's like vw, stasis crystals etc make it sound basic truth should make void breaches or something or give you volatile rounds after killing a few enemies or something. Make it boom lmao
Personally, i really am not a fan of catalysts just being normal perks. 100 percent find enhancements to the unique traits much more interesting than just giving a gun a perk you can find on normal. Maybe an exception could be perks that don’t come in certain weapon types, butt i digress.
Last word seriously needs to have a catalyst. The fact that it doesn’t yet is insane. Just reduce the buff that it got to its prior damage but give the catalyst to where aiming sights turns it into a 120 to shoot like first curse. Or just give us first curse already bungie!!! We haven’t had an exotic 120 since d2s launch with sturm!
The idea of aiming Last Word to become First Curse has grown on me immensely as the years have gone one. Ar first I was like nah! but now I'm like yeh!
@reedwojo7858 in a sense yes. But remember dmt is its own identity cowboy riflemen, while last word is the quick on the draw shooter fantasy. Letting the gun ads is enough for anyone as it was before Dmt existed
The glaive mains in PVP are a different breed(and by different breed I mean run and melee only players who are even worse to fight against(especially titans with ACD/0 feedback fence)), PVE glaive players either are absolute madlads/carries or just end up being dead 90% of the time in high level content like GM's
The buff would be called “Draw, cowboy!” And the sound effect while charging would be the whistle. If you wanted to: overwatch McCree that shit with his ultimate.
It annoys me the only suggestion they have is just more Strand buffs and debuffs. Like, clearly the thing was designed around Threadlings, but sure let's just make it do half a Strand kit in a single shot
Me, an Edge of Intent fan got mentioned :D Also what is that bastion slander??? That gun is so underrated, it is actually mindblowing to me. Insane damage with „trench barrel“ on top of already good damage, reload speed, charge time and „one-two-punch“ all in one. That thing is insane and no one even realizes Also also I don’t want my Xeno to crit, just maybe more reload or reserves, maybe even more damage, but I want my funny rocket machine gun to stay like that
@@Kidsnextdorks i have a whole solar build that focuses around debuffing everything with melees (Felwinters Helm) and combined with heat rises gives you practically infinite melees. The Bastion rework fit in as if it was tailor made for that
I think in order to make queenbreakers bow actually worth using I think you should first rework the gun to use special ammo, and to let you swap the scope without having to go to the menu, and then also add the catalyst idea with the slow field mines
I Don't know if this is being mean or not but the fact that the majority of everyone's comments featured in the video are all just saying existing legendary perks for catalyst options is pretty disheartening creativity wise. Like "Oh void weapon? Give it destabilizing and repulsor brace" instead of a unique catalyst for it's exotic perk and playstyle.
Like for collective obligation, my idea was to lean into the leech aspect of it and make it where you can shoot the debuffs at allies and give them the three void buffs (I.e Weaken turns into overshield, suppression turns into devour, and volatile turns into invisibility)
It turns out there were six other edge of intent fans in the end... based, honestly. We're out here fighting in the trenches not to win, but to keep edge of concurrence as the least appreciated exotic. We take those!
I got some ideas for some of these: Winterbite Catalyst: Beacon Rounds, +10 Handling, +10 Reload Speed. Truth: I'm thinking Cluster Bombs and some kind of stat boost but there are likely better options. Wavesplitter: Attrition Orbs. The Lament: Guarding should grant stacks of Banshee's Wail based on the damage received. Could call it Banshee's Whimper or something like that. Queenbreaker: Make the sights togglable at base, replace Hipfire Grip and Quickdraw with a new perk I'll call Scavenger's Gold: Picking up Special ammo grants ammo to the weapon with this perk. As for the catalyst, I'd be fine with Deeper Pockets if the other changes were made to it. Wish-Ender: My idea is Corsair Bowmanship: Breaking a shield or stunning a Barrier Champion applies a Truesight field 3-5 meters in radius to the target. Any enemy inside the field are affected by Truesight and Wish-Ender does increased damage to these enemies. Weapons I didn't mention are because I either agree with the proposed changes (such as Deterministic w/ Fourth Times the Charm), they're still new enough to not have one at the moment, or I don't see them ever getting a catalyst (exotics from paid Raids).
My money is on the edge glaives getting catalysts next episode. I forget in which TWID, but Bungie basically alluded to glaives getting a minor rework for Heresy. So maybe they’ll be the new meta for that episode and double down on glaive related things. Like how stasis is everywhere in Revenant. If not, Wish ender would be my next bet.
For Devil's Ruin my only idea for a catalyst was: The laser gains increased damage based on the shots refilled (Stacks up to 10x). Resets on reload. The sidearms next magazine gains increased damage based on the amount of hits dealt by the laser (Stacks up to 10x). Resets on reload. Each stack increases the damage of the gun by 5%. The idea is to just enhance the core playstyle of the gun, which to me has always been: Empty the sidearm mag -> charge laser -> reload -> repeat However I wanted to add some leeway to both emptying the mag and hitting with the laser, so stacking only to 10x felt like it gives enough room for "mistakes". I would also add the general interaction that stunning an unstoppable champion with the laser should refill the guns magazine when emptied (so after the laser is done you're back to full mag, but lasering the same unstop again without triggering the unstop interaction will not keep refilling the gun endlessly). This either gives you the ability to laser an unstop back to back (or using the catalysts 50% damage increase for the sidearm version), or deal with some adds around the unstop without needing a pause to reload. It always felt weird to me that you'd stun an unstop with the laser and then waste some of that damage time you get on the unstop for reloading.
For Tarrabah, maybe when Ravenous Beast is active, hits causes scorch stacks, igniting enemies either extends or resets the timer. (though if this is added, I think it will for some reason also work with regular ignitions from abilities, it's only supposed to work with ignitions caused by Tarrabah, so it could be busted considering the spaghetti code)
I may be the devils ruin guy but even I know devils ruin is massively irrelevant and genuinely mediocre right now in pvp and I have 50000 kills worth of experience and it has quite a learning curve trying to use devils ruin blind in this game rn I can imagine would not be fun and worse in pve it needs a catalyst
My personal recommendations for the catalysts (definitely not original) Last Word: Some kind of improved version of offhand strike Bastion: Kinetic Tremors Microcosm: Consumes your entire transcendence meter to apply scorch, weaken, slow, sever, and jolt all at the same time. Conditional Finality: Alt-fire mode that shoots both barrels simultaneously, costs twice as much ammo but you can apply ignite and freeze to the same target. Khvostov: Attrition Orbs Wish Ender: Firefly Tarrabah: Subsistence or maybe even overflow Edge of Concurrence: Not a catalyst, but the lightning seeker should apply jolt to enemies. Still Hunt: Triple Tap or FFTC
Xenophage: field prep for catalyst. Also replace rangefinder with a perk that lets it scorch on hit 1kv: +5 shots (full ammo is 12 without reserve mods) and particle deconstruction, if you have to nerf it to 20% fine
I'm thinking for divinity after you do enough damage you can special reload and launch a vex detainment field. And for parasite change it to a kinetic weapon and a weapon of sorrow and make it leave behind a damaging poison pool.
I agree and a way to balance that could be that it applies them on bounces, because let’s be honest with how fast hard light shoots that would be a little overpowered
.....6 years. Holy shit. I am about to turn 26. As is life, but I still look back at that time vs now and realizing how fast time flies when you are not grounded in reality.
Collective obligation could have a catalyst that lets it have a chance to keep one of the void debuffs used during its exotic perk. Obviously chances go up the more debuffs you have stored so it would incentivize the usage of all void debuffs and spreading it with as much destructive intent as possible. Graviton can’t take the spotlight all the time right? For void hunters this would be a no brainer to use with gyrfalcons as it is already a pretty solid combo on its own.
Have Microcosms catalyst have it do all damage types but it works like a cycle. Think of it like you are shooting a minotaur with a void shield. The longer you are hitting the target it will keep switching elements until it reaches void to best combat its shield (to synergize with its “anti shield” perk) But since it’s switching damage types it should also get access to proc volatile rounds, unraveling rounds when it switches to those according damage types Or it should be like an agers scepter case or something like still hunt where it gets a unique mechanic after dealing damage filling up a meter it fires a giant winterbite type projectile procing sever, volatile, scorch, blind, and slow.
The xenophage should get an exotic perk that gives it an alt firing mode making it a lmg that applies scorch on hits like Tommy's matchbook but better and the charging the mode would be like grand overture
Ive been waiting for xenophage for forever. At this point just deeper pockets would be great but i imagine a perk called Vengeance where damage has a chance to grant a stack of Vengeance that increases damage up to like 20% and while at full stacks kills auto ignite. Obv it should also get deeper pockets but even without all of that BUNGIE PLEASE JUST SWAP RANGEFINDER FOR SOMETHING USEFUL
I left a comment about Deterministic Chaos half a year ago on one of Datto's videos and I'm just gonna copy paste it here with small adjustments as the context is a bit different: I use Deterministic Chaos (DC) a lot for Sentinel Titan as it synergizes really well with Controlled Demolition. And since the buffs to DC with intrinsic anti-barrier and what not, my void build covered a lot of my solo content for me. Now, it's cool to have a proper Anti-barrier exotic in the heavy slot (sorry Lament but I ain't taking you on GMs), however if I just compare it to something like Thunderlord (TL) there's quite some issues and imbalance between the two imo. Comparing the two: Both want to shoot the same target for a prolonged time to do more damage (DC through volatile and weaken, TL through it's RPM increase and lightning). Both have anti-champion capabilities. Both will clear adds around their primary target through AoE explosions. What TL does better: TL procs lightning strikes on kills for additional addclear potential. TL gains reload speed from kills through Feeding Frenzy. TL has to reload a lot less because lightning strikes reload it partially with the catalyst. TL has Armor-Piercing rounds: You can shoot through allies bodies if they run through your line of sight. You can hit 2 enemies for full damage with one bullet. You can shoot through stasis crystals. DC could use a lot more than just intrinsic Anti-Barrier and a few more volatile explosions. I think 16 shots to apply weakness is a bit much on a heavy weapon as by the time you get those 16 shots out I'd hope most things are dead already unless you're using this for boss dps (why would you do that?) or against champions in Master/GM Nightfalls specifically. But it would feel bad to have a gun only really "work" when enemies have a certain amount of health just so you can pump 16 bullets into them which takes 2.5 seconds. Not to mention how easy it can be for anything to screw you over by having allies, adds or stasis crystals block your 4th/16th shots. First thing I would do about DC is to change the flow of the gun a bit. Having to hold down the trigger for 16 continuous shots just to apply a 15% void weaken is just not it. it takes 2.5 seconds to get that shot out from initial trigger pull. Within a single mag, you can do this exactly 3 times assuming you don't accidentally shoot 17 times or only 15 times because you let go at the wrong time. It's ammo inefficient and not even a strong debuff. The gun itself also does not synergize with its' own weaken or volatile and pretty much only Titan benefits off of making a single target volatile through Controlled Demolition (as that will then spread it). A change I would love to see is the removal of a forced 16 shot threshold, and instead add something like: -> Volatile Explosions caused by this weapon apply weakness. I don't think it's too crazy as it would greatly help with both dps and addclear of the weapon whilst reducing the time needed to apply weaken. 4 shots to apply volatile and a few more to trigger the explosion, so still over a second of continuous fire (down from 2.5 seconds of continuous fire). If we look at things like Briarbinds on Warlock then the idea of having a lot of AoE weaken on an exotic is also not too out of place I think. I would also merge this into the same perk as the Heavy Metal projectile. So the perk both applies volatile and weakens on volatile explosions. This creates space for a new intrinsic perk. For the new intrinsic perk I'd much rather add something that gives better control over the weapon and lets the player chose when to use it. A progress bar akin to Manticore/Tarrabah or a stacking counter like Grand Overture, filling up a meter and letting you choose when to use it. That meter could be filled with either Heavy Metal projectile hits, volatile explosions, kills... anything goes. A lot could be added for this special fire mode, but so far my own favorite idea is to have a singular projectile which burrows itself into an enemy and does damage based on the stack count/progress bar. Up to 16 hits to play into the "Vexadecimal" pun. Each hit of that burrowed projectile does less damage than the last one so there is less of a punishment for not fully stacking it, and also the projectile is more "burst damage" (the highest damaging hits happen at the start) to be in contrast to DC's slow damage profile. Damage is dealt every 0.25s so at maximum 16 stacks the damage is dealt over 4 seconds (again playing into the multiple of 4's theme). This would help the gun with single target damage, addclear and most importantly general usability. It also adds this feel similar to Grand Overture where you run around knowing you got this big burst of damage in your back pocket. Don't get me wrong, I love the gun and run it in most of my solo content. But I almost never get any value out of the 16 projectile weaken and half the time feel like I could run a random Solar Machine Gun with Incandescent instead and it would perform the same if not better. Now for the part relevant to this exotic catalyst video, and to make the full comparison to Thunderlord fair (I'd prefer one of those options): - Destabilizing Rounds (Thunderlord has lightning on kill, why should this not also have volatile on kill without relying on the 4th bullet mechanic) - Under-Over (While not very popular, it is an anti-barrier gun so this helps pop barriers faster on top of generally dealing with shields a lot better) - Fourth Times The Charm (plays into the multiples of 4 theme and helps with ammo economy - only spending 2 bullets to effectively proc volatile on a single target)
Honestly I'd just make all glaives (except Vex and Winter's) primary ammo, it might make Edge of Action op but with how small it's bubble is it wouldn't be that much of a problem.
I think the rework queen breaker needs is to 1, move it to the special slot, hold R to swap between the firing modes, have the quick charge cost 1 ammo per shot and the strong one use 2 per shot.
Wavesplitter: enhanced attrition orbs and or shoot to loot. The one thing it's missing is the ability to make orbs. Or even more broken, orbs give a very small bit of ammo when picked up. Also why does the community insist that every void exotic have repulser brace
Last word should get a catalyst that give either subsistance (so you can keep fan firing) or something to really fan fire shitters(either lock on and dead eye mofo or just alt fire to empty mag in phat burst)
1:44 I hate that this person when naming a bunch of raid exotics flip flopped between genuinely great additions (Euphony being strand debuff king, Tarrabah feeding into ravenous beast more potently, 1000 voices getting a particle deconstruction type perk makes perfect sense cause its beam softens enemies up and the explosion nukes them, perfect matching) but for Anarchy and Collective obligation he just went the typical bungie route and added legendary perks to them. Like yes those 2 perks would be amazing on collective obligation and jolting feedback makes sense for anarchy but I just disagree with adding legendary perks to an exotic and calling it a day. At the very least let collective feed into the variety of debuffs to give a variety of buffs. Let killing weakened targets give devour, volatile targets gives invis and suppressed targets give overshield. A good catalyst compliments its weapon, a great catalyst reinforces its identity. Tho I'm glad they put in more effort than Bungie did for weapons like Skyburner's oath which desperately need a change.
The last word should have clown cartridge and after kill it auto locks if you aim it at something (as in you aim, lock it on, then in aim to do it's thing)
Also, devils ruin? Give it envious assassin, then make it so that the ammo in the mag when it's fired the more damage it deals and any overcharged beams scorch targets.
Wavesplitter catalyst idea, hear me out Fortissimo: while Supercharged Battery is active, this weapon does increased damage to Suppressed targets. Defeating Suppressed targets forces them to explode, Suppressing targets damaged by it.
yall are missing a crazy catalyst for Last word, cascade point mixed with quickdraw when getting rapid precision hits or a precision kill with another weapon.
I like how most of these comments are either "do this legendary perk or already existing catalyst perk" or "make it objectively the best weapon that can do almost anything" with no in between I like the suggestions for Divinity, Queensbreaker, or Tarrabah though. Like, they actually try to build on the exotic perk, not just [OP perk combo], or do something else related to their theming that adds depth to the weapon.
I love all the healing guns... I just wish they were more competitive. - Lumina needs to have a Catalyst like Thorn's (Two Remnants was such a "well, that's kinda meh" perk). Also the Noble Rounds needs a toggle... I have been doomed by hipfiring Noble Rounds on more than one occasion. - The healing AR is beautiful, doesn't need a change. We simply need more support frames and a more diverse set of support frame weapons. This one is admittedly personal preference because I just don't like ARs. - Edge of Intent needs a lot of love. The turret is such a cool idea, but it's overshadowed by common issues with all the exotic glaives. I would kill for a way to put 2-3 turrets down on the field, similar to Stasis. I think the healing AR had it the most right: The healing weapons are all about mutual cooperation, so you get buffed for playing into buffing teammates. With Lumina Finally: I am a First Curse stan, and I want it back. I would suck Bungie's toes down to the bone for it back, and I'm not apologizing for saying that.
Truth should get a catalyst that makes it only explode via proximity to locked target when locked, and it should also remove its ability to make contact with any objects when locked, so it will always hit your target no matter what
@ I highly doubt that one practically free kill per heavy ammo drop would be all that broken for an exotic heavy ammo weapon, especially with other options like wardcliff that also have significantly higher multi kill potential
if wish ender is #6 on this list, i think the people who voted mixed up what catalysts the exotics *need* vs what exotics the *want* catalysts on, cuz wish ender most certainly doesn't NEED a catalyst that much...
Last Word Catalyst should just be "Final blows provide a cowboy hat that improves handling for a short time. Additional final blows refresh the timer."
Ok I'm convinced some in your subscriber base have to be slow..cuz ain't no way one comment said give tarrabah something simple like sub or rewind, then said maybe even KINETIC TREMORS...other than that some of these people thankfully aren't devs because most of the ideas are just "being legendary gun perk to X exotic".
12:46 no, it should not. We shouldn't sacrifice a d1 exotic by shoving it into last words catalyst. Doesn’t even fit the hip firing theme. Also, I'd still like First Curse to return revamped. And I feel the other two comments are better suggestions.
Remember how I was spamming the exotic post last week? Yeah, I was doing that to get the comments for this video. Want to show y’all’s ideas when doing these going forward. Thoughts?
Forcer you fool I have tricked you into using edge of concurrence
But still thank you for this! It’s a good change going forwards
How about when Microcosm can deplete all of transcendence energy and your prismatic grenade to apply a debuff that is depending on your Guardian's grenade type?
I feel like most of these comments don't know how a catalyst is meant to work I see simple shit like. " Give us vorpal weapon". Make it spawn stasis crystals. Basic level shit. Make it go crazy. Heavy stasis glaive should spawn crystals on freezing a enemy destroying them and the Crystal's further increases melee damage for a short time since it's already built around that. Don't use it for end game content is all. Divinity should be doing the beam for a sustainable time" aka 5 or more second of continuous divinity beam on the enemy makes precision damage increase further for a short time since the whole point is to make crits easier. Some of these don't need catalysts. They also need to synergize with builds so throwing random B's like vw, stasis crystals etc make it sound basic truth should make void breaches or something or give you volatile rounds after killing a few enemies or something. Make it boom lmao
@@Jakesterpop1that's what the final shape dlc gl does kinda. Consume your grande and make it apply a debuff to a extent.
Personally, i really am not a fan of catalysts just being normal perks. 100 percent find enhancements to the unique traits much more interesting than just giving a gun a perk you can find on normal. Maybe an exception could be perks that don’t come in certain weapon types, butt i digress.
Last word seriously needs to have a catalyst. The fact that it doesn’t yet is insane. Just reduce the buff that it got to its prior damage but give the catalyst to where aiming sights turns it into a 120 to shoot like first curse. Or just give us first curse already bungie!!! We haven’t had an exotic 120 since d2s launch with sturm!
Off topic, make lucky pants stack with sturm you cowards, nobody uses it let it be a little broken.
@@riskrunner4532fr I wanna use sturm and drang as a dps tool in dungeons and raids and for gms when we have hc and sidearm arti mods
The idea of aiming Last Word to become First Curse has grown on me immensely as the years have gone one. Ar first I was like nah! but now I'm like yeh!
While I 100% agree and this is the catalyst I would want Last Word to have, that would make it way too similar to DMT.
@reedwojo7858 in a sense yes. But remember dmt is its own identity cowboy riflemen, while last word is the quick on the draw shooter fantasy. Letting the gun ads is enough for anyone as it was before Dmt existed
Wait, THAT is how glaives work in this game!? Blasters with occasional bayonet action?
Yes. Its a glaive that also fires a projectile and has a shield
Not occasional, the stab stab replaces your melee when you hold it
It's great
The glaive mains in PVP are a different breed(and by different breed I mean run and melee only players who are even worse to fight against(especially titans with ACD/0 feedback fence)), PVE glaive players either are absolute madlads/carries or just end up being dead 90% of the time in high level content like GM's
Give last word a catalyst where like one BL3 legendary, you can charge it up and release a burst of hand cannon shots really quickly.
The buff would be called “Draw, cowboy!” And the sound effect while charging would be the whistle.
If you wanted to: overwatch McCree that shit with his ultimate.
Its insane to me that people even think about needing a catalyst for Euphony. That thing clears all bars
It annoys me the only suggestion they have is just more Strand buffs and debuffs. Like, clearly the thing was designed around Threadlings, but sure let's just make it do half a Strand kit in a single shot
Me, an Edge of Intent fan got mentioned :D
Also what is that bastion slander??? That gun is so underrated, it is actually mindblowing to me. Insane damage with „trench barrel“ on top of already good damage, reload speed, charge time and „one-two-punch“ all in one. That thing is insane and no one even realizes
Also also I don’t want my Xeno to crit, just maybe more reload or reserves, maybe even more damage, but I want my funny rocket machine gun to stay like that
Bastion is a really good weapon to combo with Song of Flame. Used it in the Legendary campaign and it was cooking.
bastion could get grave robber and some handling and itll be fine, the rework it got is exactly what you mentioned and a bit more
@@Kidsnextdorks i have a whole solar build that focuses around debuffing everything with melees (Felwinters Helm) and combined with heat rises gives you practically infinite melees. The Bastion rework fit in as if it was tailor made for that
Full Court on parasite is a cool idea, but the problem lies in the fact that it’s distance traveled and not time in the air :(
I think in order to make queenbreakers bow actually worth using I think you should first rework the gun to use special ammo, and to let you swap the scope without having to go to the menu, and then also add the catalyst idea with the slow field mines
Still Hunt should have Mulligan, fully functional even when in Golden Gun mode.
I Don't know if this is being mean or not but the fact that the majority of everyone's comments featured in the video are all just saying existing legendary perks for catalyst options is pretty disheartening creativity wise. Like "Oh void weapon? Give it destabilizing and repulsor brace" instead of a unique catalyst for it's exotic perk and playstyle.
Like for collective obligation, my idea was to lean into the leech aspect of it and make it where you can shoot the debuffs at allies and give them the three void buffs (I.e Weaken turns into overshield, suppression turns into devour, and volatile turns into invisibility)
@@outbreakperfected5704IMO
Volatile-Overshield
Weaken-Devour
Suppression-Invis
It turns out there were six other edge of intent fans in the end... based, honestly. We're out here fighting in the trenches not to win, but to keep edge of concurrence as the least appreciated exotic. We take those!
We will overrun your ranks soon enough, soon all shall see
Edge of concurrence will have it’s retribution, just you wait
Either way we can share our distain for edge of action, and bungie’s lack of caring for our favourite weapons
Yes, the last word needs to be a 120 when aiming down sights.
Fun fact: Helm of saint 14 applies the starless night debuff to the glave bubbles
I got some ideas for some of these:
Winterbite Catalyst: Beacon Rounds, +10 Handling, +10 Reload Speed.
Truth: I'm thinking Cluster Bombs and some kind of stat boost but there are likely better options.
Wavesplitter: Attrition Orbs.
The Lament: Guarding should grant stacks of Banshee's Wail based on the damage received. Could call it Banshee's Whimper or something like that.
Queenbreaker: Make the sights togglable at base, replace Hipfire Grip and Quickdraw with a new perk I'll call Scavenger's Gold: Picking up Special ammo grants ammo to the weapon with this perk. As for the catalyst, I'd be fine with Deeper Pockets if the other changes were made to it.
Wish-Ender: My idea is Corsair Bowmanship: Breaking a shield or stunning a Barrier Champion applies a Truesight field 3-5 meters in radius to the target. Any enemy inside the field are affected by Truesight and Wish-Ender does increased damage to these enemies.
Weapons I didn't mention are because I either agree with the proposed changes (such as Deterministic w/ Fourth Times the Charm), they're still new enough to not have one at the moment, or I don't see them ever getting a catalyst (exotics from paid Raids).
My money is on the edge glaives getting catalysts next episode. I forget in which TWID, but Bungie basically alluded to glaives getting a minor rework for Heresy. So maybe they’ll be the new meta for that episode and double down on glaive related things. Like how stasis is everywhere in Revenant. If not, Wish ender would be my next bet.
Holographic66’s idea for microcosm sounds like so much fun
giving microcasm the agers buff would be awesome
bungie really uh, really thought they were cooking with those glaives, huh?
Instead of Subsistence for Devil's Ruin, I'd like if it got Triple Tap or maybe FTTC
they need to make it so that eyes of tomorrow can track from hip
For Devil's Ruin my only idea for a catalyst was:
The laser gains increased damage based on the shots refilled (Stacks up to 10x). Resets on reload.
The sidearms next magazine gains increased damage based on the amount of hits dealt by the laser (Stacks up to 10x). Resets on reload.
Each stack increases the damage of the gun by 5%.
The idea is to just enhance the core playstyle of the gun, which to me has always been: Empty the sidearm mag -> charge laser -> reload -> repeat
However I wanted to add some leeway to both emptying the mag and hitting with the laser, so stacking only to 10x felt like it gives enough room for "mistakes".
I would also add the general interaction that stunning an unstoppable champion with the laser should refill the guns magazine when emptied (so after the laser is done you're back to full mag, but lasering the same unstop again without triggering the unstop interaction will not keep refilling the gun endlessly). This either gives you the ability to laser an unstop back to back (or using the catalysts 50% damage increase for the sidearm version), or deal with some adds around the unstop without needing a pause to reload. It always felt weird to me that you'd stun an unstop with the laser and then waste some of that damage time you get on the unstop for reloading.
I think for now bungie could swap moving target for an actual exotic perk on anarchy. Whoever thought that made sense is weird in the head
For Tarrabah, maybe when Ravenous Beast is active, hits causes scorch stacks, igniting enemies either extends or resets the timer. (though if this is added, I think it will for some reason also work with regular ignitions from abilities, it's only supposed to work with ignitions caused by Tarrabah, so it could be busted considering the spaghetti code)
Damn I’m glad some of these people aren’t game developers lol
The exotic glaive’s special reload should be separate from the Glaive shields, that would give them so much more utility (especially in PvE).
Forcer has finally seen me, perhaps bungie will next.
Hol up Full Court on Parasite actually kind of cooks
I may be the devils ruin guy but even I know devils ruin is massively irrelevant and genuinely mediocre right now in pvp and I have 50000 kills worth of experience and it has quite a learning curve trying to use devils ruin blind in this game rn I can imagine would not be fun and worse in pve it needs a catalyst
My personal recommendations for the catalysts (definitely not original)
Last Word: Some kind of improved version of offhand strike
Bastion: Kinetic Tremors
Microcosm: Consumes your entire transcendence meter to apply scorch, weaken, slow, sever, and jolt all at the same time.
Conditional Finality: Alt-fire mode that shoots both barrels simultaneously, costs twice as much ammo but you can apply ignite and freeze to the same target.
Khvostov: Attrition Orbs
Wish Ender: Firefly
Tarrabah: Subsistence or maybe even overflow
Edge of Concurrence: Not a catalyst, but the lightning seeker should apply jolt to enemies.
Still Hunt: Triple Tap or FFTC
Wait, each of the Edge Glaives had different activation animations?
That's...a tad bit upsetting given they're not great.
still hunt could get triple tap that works w golden shots so it can still be used on other classes, almost same total lower dps
Xenophage: field prep for catalyst. Also replace rangefinder with a perk that lets it scorch on hit
1kv: +5 shots (full ammo is 12 without reserve mods) and particle deconstruction, if you have to nerf it to 20% fine
For collective obligation it would be cool if you can consume you granade or a third of your super to deal all debuffs also add desperado to the mix
I'm thinking for divinity after you do enough damage you can special reload and launch a vex detainment field. And for parasite change it to a kinetic weapon and a weapon of sorrow and make it leave behind a damaging poison pool.
Yall forgot an OG, Hard Light needs to be able to apply scorch, volatile, and jolt on each mode pluse a form of barrier mod.
It already has a catalyst, albeit a relatively useless one.
I agree and a way to balance that could be that it applies them on bounces, because let’s be honest with how fast hard light shoots that would be a little overpowered
@@outbreakperfected5704 that’s true lol
Honestly, I can't remember if I voted for 1K Voices or Conditional Finality. I think it was the latter.
.....6 years. Holy shit. I am about to turn 26. As is life, but I still look back at that time vs now and realizing how fast time flies when you are not grounded in reality.
That Queen Breaker Webmine Catalyst was genius
The exotic glaives for classes need for sure. Divinity needs one now to cage up faster.
The confetti guy on chaperrone may be onto something or on something idk
Collective obligation could have a catalyst that lets it have a chance to keep one of the void debuffs used during its exotic perk. Obviously chances go up the more debuffs you have stored so it would incentivize the usage of all void debuffs and spreading it with as much destructive intent as possible. Graviton can’t take the spotlight all the time right?
For void hunters this would be a no brainer to use with gyrfalcons as it is already a pretty solid combo on its own.
Maybe Truth could phase through walls to home in on targets as a certain damage?
Have Microcosms catalyst have it do all damage types but it works like a cycle.
Think of it like you are shooting a minotaur with a void shield. The longer you are hitting the target it will keep switching elements until it reaches void to best combat its shield (to synergize with its “anti shield” perk)
But since it’s switching damage types it should also get access to proc volatile rounds, unraveling rounds when it switches to those according damage types
Or it should be like an agers scepter case or something like still hunt where it gets a unique mechanic after dealing damage filling up a meter it fires a giant winterbite type projectile procing sever, volatile, scorch, blind, and slow.
Give parasite full court
Idea, rework for boring existing catalists
The xenophage should get an exotic perk that gives it an alt firing mode making it a lmg that applies scorch on hits like Tommy's matchbook but better and the charging the mode would be like grand overture
Ive been waiting for xenophage for forever. At this point just deeper pockets would be great but i imagine a perk called Vengeance where damage has a chance to grant a stack of Vengeance that increases damage up to like 20% and while at full stacks kills auto ignite. Obv it should also get deeper pockets but even without all of that BUNGIE PLEASE JUST SWAP RANGEFINDER FOR SOMETHING USEFUL
I left a comment about Deterministic Chaos half a year ago on one of Datto's videos and I'm just gonna copy paste it here with small adjustments as the context is a bit different:
I use Deterministic Chaos (DC) a lot for Sentinel Titan as it synergizes really well with Controlled Demolition. And since the buffs to DC with intrinsic anti-barrier and what not, my void build covered a lot of my solo content for me. Now, it's cool to have a proper Anti-barrier exotic in the heavy slot (sorry Lament but I ain't taking you on GMs), however if I just compare it to something like Thunderlord (TL) there's quite some issues and imbalance between the two imo.
Comparing the two:
Both want to shoot the same target for a prolonged time to do more damage (DC through volatile and weaken, TL through it's RPM increase and lightning).
Both have anti-champion capabilities.
Both will clear adds around their primary target through AoE explosions.
What TL does better:
TL procs lightning strikes on kills for additional addclear potential.
TL gains reload speed from kills through Feeding Frenzy.
TL has to reload a lot less because lightning strikes reload it partially with the catalyst.
TL has Armor-Piercing rounds: You can shoot through allies bodies if they run through your line of sight. You can hit 2 enemies for full damage with one bullet. You can shoot through stasis crystals.
DC could use a lot more than just intrinsic Anti-Barrier and a few more volatile explosions. I think 16 shots to apply weakness is a bit much on a heavy weapon as by the time you get those 16 shots out I'd hope most things are dead already unless you're using this for boss dps (why would you do that?) or against champions in Master/GM Nightfalls specifically. But it would feel bad to have a gun only really "work" when enemies have a certain amount of health just so you can pump 16 bullets into them which takes 2.5 seconds. Not to mention how easy it can be for anything to screw you over by having allies, adds or stasis crystals block your 4th/16th shots.
First thing I would do about DC is to change the flow of the gun a bit. Having to hold down the trigger for 16 continuous shots just to apply a 15% void weaken is just not it. it takes 2.5 seconds to get that shot out from initial trigger pull. Within a single mag, you can do this exactly 3 times assuming you don't accidentally shoot 17 times or only 15 times because you let go at the wrong time. It's ammo inefficient and not even a strong debuff. The gun itself also does not synergize with its' own weaken or volatile and pretty much only Titan benefits off of making a single target volatile through Controlled Demolition (as that will then spread it).
A change I would love to see is the removal of a forced 16 shot threshold, and instead add something like:
-> Volatile Explosions caused by this weapon apply weakness.
I don't think it's too crazy as it would greatly help with both dps and addclear of the weapon whilst reducing the time needed to apply weaken. 4 shots to apply volatile and a few more to trigger the explosion, so still over a second of continuous fire (down from 2.5 seconds of continuous fire). If we look at things like Briarbinds on Warlock then the idea of having a lot of AoE weaken on an exotic is also not too out of place I think.
I would also merge this into the same perk as the Heavy Metal projectile. So the perk both applies volatile and weakens on volatile explosions. This creates space for a new intrinsic perk.
For the new intrinsic perk I'd much rather add something that gives better control over the weapon and lets the player chose when to use it. A progress bar akin to Manticore/Tarrabah or a stacking counter like Grand Overture, filling up a meter and letting you choose when to use it. That meter could be filled with either Heavy Metal projectile hits, volatile explosions, kills... anything goes.
A lot could be added for this special fire mode, but so far my own favorite idea is to have a singular projectile which burrows itself into an enemy and does damage based on the stack count/progress bar. Up to 16 hits to play into the "Vexadecimal" pun. Each hit of that burrowed projectile does less damage than the last one so there is less of a punishment for not fully stacking it, and also the projectile is more "burst damage" (the highest damaging hits happen at the start) to be in contrast to DC's slow damage profile. Damage is dealt every 0.25s so at maximum 16 stacks the damage is dealt over 4 seconds (again playing into the multiple of 4's theme).
This would help the gun with single target damage, addclear and most importantly general usability. It also adds this feel similar to Grand Overture where you run around knowing you got this big burst of damage in your back pocket.
Don't get me wrong, I love the gun and run it in most of my solo content. But I almost never get any value out of the 16 projectile weaken and half the time feel like I could run a random Solar Machine Gun with Incandescent instead and it would perform the same if not better.
Now for the part relevant to this exotic catalyst video, and to make the full comparison to Thunderlord fair (I'd prefer one of those options):
- Destabilizing Rounds (Thunderlord has lightning on kill, why should this not also have volatile on kill without relying on the 4th bullet mechanic)
- Under-Over (While not very popular, it is an anti-barrier gun so this helps pop barriers faster on top of generally dealing with shields a lot better)
- Fourth Times The Charm (plays into the multiples of 4 theme and helps with ammo economy - only spending 2 bullets to effectively proc volatile on a single target)
The catalyst for conditional finality works like the super shotgun in doom
Honestly I'd just make all glaives (except Vex and Winter's) primary ammo, it might make Edge of Action op but with how small it's bubble is it wouldn't be that much of a problem.
Sustained damage with the Devil's Ruin laser causes an ignition.
5:04 uhhh it already does. Just look at it's exotic perk.
I think the rework queen breaker needs is to 1, move it to the special slot, hold R to swap between the firing modes, have the quick charge cost 1 ammo per shot and the strong one use 2 per shot.
Wavesplitter: enhanced attrition orbs and or shoot to loot. The one thing it's missing is the ability to make orbs. Or even more broken, orbs give a very small bit of ammo when picked up.
Also why does the community insist that every void exotic have repulser brace
Anarchy, Xeno, 1K, all don't need whatever overkill, just more ammo. Deeper pockets/ field prep would be good enough.
Lament needs Counterattack and/or Whirlwind Blade for its catalyst. I would do a Gambit reset for either, and 2 for both.
Tarrabah add scorch rounds when the perk is active
Last word should get a catalyst that give either subsistance (so you can keep fan firing) or something to really fan fire shitters(either lock on and dead eye mofo or just alt fire to empty mag in phat burst)
1:44 I hate that this person when naming a bunch of raid exotics flip flopped between genuinely great additions (Euphony being strand debuff king, Tarrabah feeding into ravenous beast more potently, 1000 voices getting a particle deconstruction type perk makes perfect sense cause its beam softens enemies up and the explosion nukes them, perfect matching) but for Anarchy and Collective obligation he just went the typical bungie route and added legendary perks to them. Like yes those 2 perks would be amazing on collective obligation and jolting feedback makes sense for anarchy but I just disagree with adding legendary perks to an exotic and calling it a day. At the very least let collective feed into the variety of debuffs to give a variety of buffs. Let killing weakened targets give devour, volatile targets gives invis and suppressed targets give overshield. A good catalyst compliments its weapon, a great catalyst reinforces its identity. Tho I'm glad they put in more effort than Bungie did for weapons like Skyburner's oath which desperately need a change.
Aiming down sights to make it a 120 would be absolutely baller. Or heal clip, firefly, SOMETHING
The last word should have clown cartridge and after kill it auto locks if you aim it at something (as in you aim, lock it on, then in aim to do it's thing)
Also, devils ruin? Give it envious assassin, then make it so that the ammo in the mag when it's fired the more damage it deals and any overcharged beams scorch targets.
Wavesplitter catalyst idea, hear me out
Fortissimo: while Supercharged Battery is active, this weapon does increased damage to Suppressed targets. Defeating Suppressed targets forces them to explode, Suppressing targets damaged by it.
yall are missing a crazy catalyst for Last word, cascade point mixed with quickdraw when getting rapid precision hits or a precision kill with another weapon.
Divinty: Target Lock would make sense
I like how most of these comments are either "do this legendary perk or already existing catalyst perk" or "make it objectively the best weapon that can do almost anything" with no in between
I like the suggestions for Divinity, Queensbreaker, or Tarrabah though. Like, they actually try to build on the exotic perk, not just [OP perk combo], or do something else related to their theming that adds depth to the weapon.
9:12 now that I read this? I JUST WANT THIS SO I CAN RIP AND TEAR
I love all the healing guns... I just wish they were more competitive.
- Lumina needs to have a Catalyst like Thorn's (Two Remnants was such a "well, that's kinda meh" perk). Also the Noble Rounds needs a toggle... I have been doomed by hipfiring Noble Rounds on more than one occasion.
- The healing AR is beautiful, doesn't need a change. We simply need more support frames and a more diverse set of support frame weapons. This one is admittedly personal preference because I just don't like ARs.
- Edge of Intent needs a lot of love. The turret is such a cool idea, but it's overshadowed by common issues with all the exotic glaives. I would kill for a way to put 2-3 turrets down on the field, similar to Stasis.
I think the healing AR had it the most right: The healing weapons are all about mutual cooperation, so you get buffed for playing into buffing teammates. With Lumina
Finally: I am a First Curse stan, and I want it back. I would suck Bungie's toes down to the bone for it back, and I'm not apologizing for saying that.
The exotic glaives just need some help.
Attrition orba but it stacks across targets for khvostov?
they could just give 1k field prep and I'd be happy tbh 😂
Truth should get a catalyst that makes it only explode via proximity to locked target when locked, and it should also remove its ability to make contact with any objects when locked, so it will always hit your target no matter what
It would need to be disabled in crucible
@ I highly doubt that one practically free kill per heavy ammo drop would be all that broken for an exotic heavy ammo weapon, especially with other options like wardcliff that also have significantly higher multi kill potential
if wish ender is #6 on this list, i think the people who voted mixed up what catalysts the exotics *need* vs what exotics the *want* catalysts on, cuz wish ender most certainly doesn't NEED a catalyst that much...
I wish sweet business had target lock as a catalyst
I want last word to get desperado or something like it for its catalyst for max speed yeehaws
dude where did you record the Euphony footage what area is that
Lost Sector on Nessus, forgot the name but it’s where the ship rubble is located
Give deterministic chaos target lock
anyone got a link to the lofi track in the background?
What about giving Divinity the origin trait Photoinhibition?
just give successful warm-up on devil's ruin please BUNGIE
Half of these calayst ideas are just slapping a perk on the exotic, catalysts should be unique to the weapon.
Last Word Catalyst should just be "Final blows provide a cowboy hat that improves handling for a short time. Additional final blows refresh the timer."
7:02 wave splitter with unironically benefit from shoot to loot more than anything
Also The average forcer water has absolute dog shit exotic ideas
Ok I'm convinced some in your subscriber base have to be slow..cuz ain't no way one comment said give tarrabah something simple like sub or rewind, then said maybe even KINETIC TREMORS...other than that some of these people thankfully aren't devs because most of the ideas are just "being legendary gun perk to X exotic".
I think we all agree...
*ZHALO SUPERCELL NEEDS TO RETURN TO DESTINY 2!*
I made in the video!
12:46 no, it should not. We shouldn't sacrifice a d1 exotic by shoving it into last words catalyst. Doesn’t even fit the hip firing theme.
Also, I'd still like First Curse to return revamped. And I feel the other two comments are better suggestions.
Honestly if last word got a catalyst it should sorta make it into first curse
People really yap too much with last word man, HCs in destiny are not as good as borderlands's HCs and thats a fact, they are too slow.