Fairly something that’s obvious is that prospector needs to be full auto with or without that setting toggled, which however they can just add to the intrinsic or whatever perk on top of what should actually be there, because of holding down the trigger and letting go detonates wouldn’t do anything otherwise for the 3 people who don’t use that setting
make colony strand, up its damage, improve target tracking, when you spawn a nanite spider(s) from a kill the next enemy those spawned spider(s) hits spawns 3xthreadlings per spider hit.
For Colony if you want to lean into the group aspect I think do something similar to Rat King or the Runneth Over origin trait. Work with other people to boost that gun. Make it into as big a meme as Rat King is.
@@TonkaTheMagician Salvation's Grip actually has niche uses. It is actually more useful in Onslaught, notably for shatterdive hunters and stasis titan.
@@TonkaTheMagician It is extremely useful since getting buffed. I would give it another try. Use the prismatic perk for bigger shatter and you'll be surprised its an absolute champion destroyer.
The colony rework proposal: 1. Change the gun to strand. 2. Give it a boosted version of Hatchling, where each kill spawns a threading. 3. After a moderate duration, insectoid grenades who don't find targets return to you, returning to your reserves. 4. Slightly boost the AoE, proximity detection, and PvE damage. Reasons: 1. The whole identity of the colony has little to nothing to do with void, nor do any builds use it as a void option, since it has no subclass synergy effects. Strand fits the weapon's fantasy far better, and this would help fill out the lack of exotic heavy strand options. 2. This lets it chain kills to a greater capacity than before, without quite having infinite chains. 3. This both fits the fantasy of sending out robot minions, and ties well into the 'Serve the Colony' perk. 4. This is more quality of life than anything else, letting it target things like harpies and shanks, as well as being able to actually kill something stronger than a red bar without requiring the whole mag.
Nah... Siva!!! And make it Solar with Incandescent!!!Just imagine the little spider making everything chain explode!!! With those explotions having a chance to spawn more spiderlings!!! Or keep it void and destabalizing rounds
@@DonoZ420 I mean colony cant even one shot in PVP, requires 2 grenades only plus is you can volley those shots and have 2 hunter drones seek out a free kill.
I cant believe nobody has mentioned that Coldheart has a secret perk - While holding coldheart Ionic Trace cooldown goes from 4 seconds to 2.5 seconds. This is why the fallen sunstar build is so good and why it's still amazing on Prismatic with Getaway artist or any other Ionic trace focused build.
There's also another secret interaction that increases your "hold the trigger boost meter" I can't remember if it's being amplified or picking up an ionic trace while holding the trigger that causes it to ramp up to max damage a lot faster.
i'm just flabbergasted that it was even on here. the weapon is so good for supporting ability based builds for ability setups that don't have high regen functionality.
Great for Stasis Bakris with it’s reworked slow dodge aspect. Any time an enemy is slowed the dodge recharges really fast, under 13 secs fast, meaning more dodges and more damage with Coldheart and Stasis Weapons and as well as more ionic traces for more ability energy. Pretty fun to use.
Its an AD clear sniper which is extremely weird considering its suppose to be built around DPS and it can intrinsically stun overloads, but its very hard to pull that off
DARCI should auto aim targets as if the target had a div bubble on it, maybe after a few seconds of aiming at it. The weapon is like an AI that finds the target's weakness. Why not make it do just that? I've seen people suggest the weapon to change element types when zooming in on a shield or give all three anti champion mods. Tbh, I think that is giving too much gimmick on a single exotic. That is something that belongs to an entire subclass.
GIVE LORD OF WOLVES A PURPOSE IN PVE TOO. Make it to where you shoot like the fallen captains in its default mode, giving more purpose for the secondary mode, and make it cause ignitions and weapon buffs to all other shotgun users.
Lord of wolves used to be great in PVE but got ruined by how powerful it was it PVP since they kept having to rework the perk and nerf the gun in a combined sandbox
@@mobslayer211 They buffed it. It now essentially has intrinsic bipod without the downside. More reserves and more magazine ammo versus normal rockets with no damage penalty like it used to (about -50% but now it's more like +15% over a normal rocket). It's still not meta but it's now capable of keeping up with legendary rockets and even beats out Ghorn. It still loses to to bait and switch rockets though.
Truth is actually kind of a fun weapon to use. In pve, if u can proc smth like volatile rounds then it basically clears the entire room with its crazy blast radius. In pvp it’s just super funny to see people think they can dodge or get away from it and get absolutely obliterated by my irs rocket that finds u no matter where u are. It’s by no means a meta weapon but it’s a good pick if ur just looking to have some fun or goof around
The problem with building non-Primary exotics for "add clear" is that Primaries just do this more economically and Specials do this more efficiently. No matter how great a heavy exotic is for add clear, it won't be picked because it eats your exotic slot. They need to do something else or have a playpattern worth building around or they just won't be used.
i am genuinely offended coldheart was even mentioned on this list. I can easily bring this gun into a gm on arc warlock and do perfectly fine, which cannot be said for pretty much anything else in this video. I firmly believe if prismatic had chaos reach instead of stormtrance that coldheart geomags is a contender for top tier.
@@Cqntemplate even if it did, it's ONLY while its perk is active and so has significant downtime in cases where you'd try to use Whisper, doesn't continually refund ammo and so doesn't have competitive total damage with Whisper, and doesn't make use of Solar Ful + Ignitions. This is not a comparison worth making I also can't tell if you're being serious 💀 and this came off way more aggressive than I meant for it to
Prospector is an interesting option for Bungie to lean into a Prismatic Heavy. One of the overlooked parts of the GL is that it lights targets on fire, so change that to Scorch, and now suddenly we have an arc weapon that has a solar interaction. Build into that Bungie. It has a chance to be truly unique.
For the Prospector, an incredibly easy fix for it is to change it so it intrinsically has chain reaction (same way Tessellation does it), then add mulligan alongside full auto trigger system, then change the catalyst to give it target lock, but in a way that it affects ALL of the grenades on a target (as well as making the grenades explode at the same time). Should fix it so that it's useful for ad clear and boss damage at the same time, justifying its placement as both an exotic and a heavy weapon.
Offhand, I can see one problem with the proposed buff to prospector - rubber banding. You ever noticed when Izanagi would do way less damage than you expected when the health bar shot down and then bugged out and gave health back? Or when something takes a bajillion impacts from a weapon and it doesn't know what to do with itself? Or when the Consecrated Mind literally would fall over out of nowhere from having too many Witherhoards on it? I think the prospector proposed changes would have networking issues with that much damage, instanced explosions, and projectiles going on, especially if you had a whole raid team doing it to a boss.
It'd be interesting if it could be programmed to replace many individual explosions with one centrally located large one if it knew all the grenades were lodged in one enemy anyways. To try to reduce the strain
You know what I want for coldheart? Change the catalyst. Picking up ionic traces fills an energy meter. When the meter is full, hold reload to overcharge this weapon and fire a chaos reach at no ammo cost. Could synergize with geomags to make it last longer and while we're at it, make geomags cause increasing chaos reach (and coldheart alt fire) damage when focused on 1 enemy.
Now there's an interesting idea. Make it shoot threadlings and have it benefit from threadling bonuses in your build while allowing kills to spawn additional threadlings. Then add some sort of bonus to launched threadlings like higher damage or sever. That would be fun as hell and worth using.
If they wanted Prospector to lean into add clear, why don't they do the simplest option of just turning it into a special weapon and adjust the damage accordingly? It could fill the power fantasy of being the only drum mag special gl, and nobody would question it since it's Tex Mechanica and out of the ordinary weapons is one of the staples of Tex Mechanica imo. If they wanted to go even further they could lean into dual element keywords since the base gun already has a burn but is also arc. They could make enemies killed by it both blind and scorch nearby enemies. They could at least make the catalyst add this functionality.
These are my ideas for the weapons mentioned here, plus one more. Coldheart - Increase the damage scaler applied by the exotic perk and have a bar to show when the scaler is at max level. When at max the weapon does greater damage, jolts targets and generates ionic traces. Collecting an ionic trace will grant the max scaler immediately. Lastly, make Coldheart intrinsically effective against Overload Champions. The Prospector - As fallout said, remove Full Auto Trigger System and replace it with Auto-loading Holster. Increase the amount of reserve ammunition. Change the exotic perk so that grenades fired from the Prospector stick to targets without exploding until the trigger is released. Stacking multiple grenades onto a target significantly increases the damage and blast radius so that the cumulative damage is greatly increased. To give The Prospector some utility, have enemies killed by this weapon to spread blind and scorch to nearby enemies when they explode. Worldline Zero - Firstly, increase the ammount of ammunition the sword has. Secondly change the weapon to a Vortex Frame weapon so the charge attack is now a spin attack. Keep the current exotic perk but allow the Tessaract attack to Jolt targets. When Amplified the weapon does increased damage. Colony - As a void weapon, Colony should lean into the Void 3.0 words. A good idea is to let enemies hit by the robot grenades become volatile. In addition, enemies with void debuffs take greater damage from successive robot grenades. A second idea would be to have the robot grenades behave in the same way as threadlings in that they return to the player if there are no enemies present. If this occurs it can overflow the magazine. Lastly, fold Chain Reaction into the exotic catalyst. This helps spread volatile.and makes Colony useful as an add clear weapon. Queensbreaker Bow - Allow it to switch between firing modes on the fly by holding reload. In combat sights mode, it fires in a three burst mode like an Aggressive Frame linear fusion rifle does. In marksman sights mode, it does high precision damage, at a greater range, that blinds and stuns opponents, which makes it strong against Unstoppable champions.
your prospector DPS idea reminds me of Borderlands. Its an intrinsic part of the game where stacking up sticky bombs increases their damage until they all explode. Would love to see more stuff like that in D2.
@@KhanDelnoch Borderland weapons tend to be either super basic or game breaking. You have a rocket that shoots out like 30 more rockets or you have an smg that deals slightly more damage but removes your speed.
I was going to suggest this myself, as it's one of the Torgue manufacturer perks and firing modes in Borderlands 3. Have each of the subsequent explosions on a stuck target ramp up in damage to a set multiplier cap. Sure, this is a GL flavor of Coldheart's main gimmick, but there's other unique ways of buffing a weapon without simply tuning stat numbers like damage, fire rate, etc.
Coldheart: Freezer Burn: after 4 seconds of hitting a single target, that target will receive a “cyst” that works as a crit spot. Dealing damage to this spot will result in it exploding dealing a burst of explosion as well as staggering the target. Prospector: burrowing rounds: (think malfeasance) projectiles burrow into target, dealing increased damage depending on stacks of “burrowing rounds” applied to target. These rounds do impact damage but won’t explode until trigger release. Worldline zero: time warp: upon activation of heavy, there is a delay before a second follow up attack from a mirage version of yourself is performed at the location you just swung. This mirage will wait longer if you use consecutive heavy attacks, each consecutive heavy spin having a wider radius and increased damage up to 3X. Colony: reworked to fire cluster rounds that upon detonation release 3 insect bombs. (Alternative, just fires like a shotgun of robots. Would need a much smaller mag) Retains perk of “insectoid released upon kill” new effect: infection: targets damaged by insectoid projectiles take more damage from insectoids. (See outbreak)
You didn't pick a single ACTUAL worst exotic. You literally completely ignored Darci, lord of wolves, truth, etc. The ones you picked aren't great, but they aren't even remotely competing for the worst of it all
The Prospector Rework: Exotic Perk: Dynamite - Letting go of the trigger causes grenades to detonate, the more grenades stuck to an enemy, the larger the explosion. Exotic Trait: Excavation - Fires Full Auto, Grenades stick to enemies and burrow inside causing damage over time for a short period.
@@jacobkern2060 Salv grip atleast can have really respectful damage. Especially on Hunter and Titan stasis. But it literally can't touch shit that floats even a bit.
@@jacobkern2060 I'm assuming you haven't used it since the rework. It currently has really high damage but it sucks against anything in the air or not on platform. Not the best but definitely not the worst when you have heavy weapons trying to compete with low end special weapons.
@@Kestrel990cerberus was buffed. It does stupid damage to adds it's just hard to justify using the exotic slot for it in PvE when it still can't sustain dps without adds nearby. There's def worse exotics in the game (like DARCI)
Colony Remodeled The Fallen have somehow taken a cache of Colonies and modified them to use SIVA. •Fires much more slowly and has significant ammo reduction, but now launches SIVA clusters that release a cloud of corrosive tracker nanites. •Nanites attach to targets, dealing damage over time, weakening, and suppressing them. •If enough nanites attach, they become volatile and explode for more damage. •Allied Outbreak Perfected nanites empower the Colony nanites, speeding up volatile triggers.
1000% behind your idea for Prospector. The idea of gambling (which builds into the Cowboy theme of the gun being Tex-M) by holding down the trigger as long as possible whilst evading enemies to release it after like 20 seconds to a huge explosion is so on point 👌
Cold heart) Have it partially reload from reserves on Ionic trace pickup, or have persistent damage on a target blind them. (Or both) Prospector) Have a special reload detonate the explosives rather than letting go of the trigger (like holding the reload button, this won’t allow on entire reserve dump because of the second change). Switch full auto for lasting impression. Worldline Zero) Allow for greater movement tech (as well as allowing the blink attack to be more easily activated) and have the blink attack apply jolt. The colony) Fix its tracking, increase the auto loading feature so that it constantly is refilling the mag (imagine like a souped up reconstruction without the overflow) and either double the amount of reserves or increase its damage. Adding DARCI because its criminal not to. DARCI) Targets that are “scanned” by DARCI are marked for fellow players. Targets marked by DARCI take increased non-exotic sniper rifle damage . Non-exotic snipers deal critical damage anywhere on marked targets.
I was honestly kinda surprised to see coldheart on here like ik its not in a great spot but saying it’s a solid contender for worst exotic in the game is pretty harsh. Stuff like colony and prospector belong on here cause they’re basically unusable at this point since colony is inconsistent and has awful damage and prospector just makes very little sense as to why you would ever use it.
I personally want Worldline Zero to have teleporting on ALL of it's attacks, charged or not, and for sprinting to make your next attack jolt when charged Edit: Oh yeah- And for it to be lightweight.
I think it would be really cool if they gave worldline double eager edge or atleast a stronger version of eager edge since it takes up your exotic slot and would bring back worldline skating
bro literally picked 3 PVP weapons and said "why no good in PVE?" nobody is using colony in PVE because it is absolutely insane in PVP. coldheart destroys barricades and stasis turrets like no tomorrow, and prospector... ok you win he sucks. (the full auto perk on prospector is there simply for the gun to function properly, not everyone has full auto setting enabled. and the full auto setting doesnt turn weapons into full auto, it turns your button input into a back-to-back auto press, theres a difference)
12:13 PVP heavy exotic actually worth using... Yes back then I main Colony for PVP for fun. Get heavy, shoot all and expect 2-3 kills from it now it barely kills anyone which is sad. I dismantled it a few weeks ago since it just eats up space in my vault. Also Worldline is fun in PVP but for the smarter players it can be countered easily with a shotty so I think it needs an overshield once you launch into the heavy blink attack or even yet, immune while in blink mode.
@@jakublesko4847 using resources that could be used to make new exotics to remake exotics we already have is so incredibly boring, especially when such a large portion of legendary weapons reuse the same weapon model instead of innovating and another large portion of legendaries are either rereleased weapons or just the same exact weapon just with a different color scheme and maybe a different subclass. We need variety
@@roguedy the problem is with bloat, you can’t just keep adding Exotics forever, you need to either remove the old, unused ones or bring them up to the par with the new ones, overwise they have no purpose in the game
@@jakublesko4847 then the game gets boring cause all they’d be doing is refreshing old exotics over and over again cause it’s never gonna be just right. Bungie likes to nerf and buff the same thing repeatedly cause they can’t seem to find a good balance. Plus, if they were to stop adding new exotics entirely and focus all of those resources into updating old ones, then there’s nothing to chase after cause chances are, you already have the exotic. If destiny was a game like borderlands then that’d be fine. But the issue is destiny is a live service looter shooter. So completely giving up on new exotics to update old ones is completely contrary to that idea.
That cold heart idea is actually really solid without being overpowered: sustain hits create an ionic trace, collecting ionic traces creates a volt shot effect. Great for PVE, without it being a “nightfall necessity”
Try my Prospector rework idea; One of the main peeves about this gun is that it deals burn with arc damage so the first thing we should do is change it to Solar. Now since the grenades deal burn damage to stuck targets, change it to scorch so that we can synergize and gain big ignitions along with fixing the problem of grenades detonating prematurely when contacting a grenade already stuck to a target, having them scoot around another to keep sticking to a target would be fine. Lets then change the full auto to be intrinsic and rename to what I call "Bull True": Grenades stick to targets and scorch them, sticking grenades to the same target increase the detonation damage of all grenades. The catalyst can then be change to not only increase reserves but also bump reload speed (Field Prep) and increase scorch stacks of stuck grenades.
My friend has somewhat convinced me that worldline is indeed a good dps option in a way. He was able to get 2 million damage on rathil without any buffs in one damage phase with it
Said this when Stasis came out back in 2020. Coldheart should deal Stasis damage and I have no idea why it's still Arc. Just put it in the kinetic slot and switch its element to Stasis with Stasis shard generation instead of Arc ionic traces. No idea why that's so hard
I used to love using the Colony and Worldline to Invade in Gambit. During Prime matches, drop a bubble on the bank while draining it and taunt players until they get close enough to use the Worldline jump for a surprise attack. Or throw a bunch of spiders on the opposing team while you chase them down. Good fun.
Suros regime feels like a regular legendary auto rifle, it would be cool having it do something more like subsistance on the ramp up mode and focused firefly from wrath of the machine on the focused fire mode
For Prospector, you could just make it that the nades don't detonate immediately after letting off the trigger if they stick onto a target. Make it a timed detonation, turn it into the GL equivalent of the Needler from Halo. You empty the mag, swap to something else for DPS while you wait for the nades to detonate, then profit.
I like your Prospector idea and have a fun way of flavoring it using a part of arc that isn't used too much. Lightning strikes. Each grenade stick adds another strike so if you land all 6, that's 21 strikes. Or if that's too much, you can make it every other for 12.
For cold heart: As with all trace rifles, ammo and damage is *terrible,* so, buff TRs to progress finder mods (or increase ammo drops), buff damage weapon-type wide, and allow CH specifically to refund ammo when picking up ionic traces. For the prospector: Completely refresh perks. Maybe make it have field prep, and turn it into a heavy wave frame. Assuming it goes the ad clear route. If you want it as a more DPS route, have it refund a certain number of grenades from reserves depending on how many are detonated at once. Major buff to reserves and damage on delayed detonations. For Worldline Zero: encourage its use more! Have a meter that fills similar to Centrifuse, and the more charged it is, the further you move. Additionally, certain thresholds within the meter apply jolt and chain damage on hits, the more charged the meter, the more intense the damage. For Colony: I have no idea how you could improve it. Maybe a buff to ammo reserves, tracking, and damage? Maybe make it a double fire type GL to increase viability in terms of ammo economy? Insectoid kills drop heavy ammo for yourself and allies? Who knows!
for worldline give it attack copy functionality, when you get 2 or more kills with the teleport strike or deal an amount of damage to a single target an alternate timeline you causes another higher damage teleport strike on "nearby" enemies or enemy.
The colony : the first round in a mag is spider queen, spider queen will attach to enemies doing tick damage/weaken and produce a new drone every tick seeking out and damaging targets. Then probably toss volatile on x number of drone hits.
For cold heart : make it the first prismatic weapon keeping it arc but when 2 ionic traces hit the player the weapon can slow and freeze the objective addind shatter dmg For the colony make it so its magazine it's 3 but now it shoots one spider and one flying drone at the same time so it can hit flying tarjets easy also it makes tarjets volatile.
For the worldline zero...i think it'd be easy to just have a GUILE-ESQUE super as you damage bosses...like on hit with a heavy it creates a ring of electricity that both jolts and amplifies with every arc sword hit from anyone.
Prospector: Change full auto to Field Prep The "burning" effect becomes "Scorch" Landing all grenades cause an ignition. Standard kills cause arc "chain reaction"
Prospector: If you could load the boss up with the whole reserves while it’s immune, then instantly detonate (with, say, long reload press) when damage starts, it would be an incredible weapon.
I love Coldheart on my Arc Warlock. I put on Geomag Stabilizers and spam Supers all game, it's great. We wanna talk about a really bad Exotic? What about Lord of Wolves, who's Exotic perk is a toggle-able Full Auto Trigger? At least Prospector has damage and proximity mines, Lord of Wolves does straight up nothing
I do agree the only way to make cold heart good is to completely build into it, but some UA-camr made a build with it and geomags and it’s so much fun. You can put on the arc aspect where you blind when amplified and you’ll be amplified 24/7 and get your super in a super short amount of time. I threw it on for the first time in a while and it still cooks
I have an idea for the colony. The notion of parasitic robot spiders replicating on kill suggests that the nanites are harvesting materials from enemies' bodies to use to create more of themselves. What if the initial shot "infects" a target on direct impact and siphons material from said target's body to launch out more nanites? This would make colony into a second damage over time heavy weapon with solid ad clear potential. If you want it to also tie into subclass keywords more, too, you could have submunitions make all targets hit volatile or generate void overshields on kill (or have some submunition nanites target players and give overshields, but that bleeds into the Ex Diris + Mothkeeper combo too much). I know volatile damage is quite meh, but it would at least have some sort of synergy. Here's to hoping Arc and Void get synergies between weapons and abilities on par with Strand and Solar. Stasis is somewhere in the middle; chill clip is fairly good.
A way to enhance Cold Heart would be learning from Khvostov. When you pick a trace, your next 10th shot provokes an AoE jolt application, like how Khvostov makes bullet bounce every 7th shot, extra harder if you get an orb.
I think cold heart to get a small damage reduction and be turned into the first primary ammo trace rifle, i know this is stupid but i may revive its uniqueness.
I really think that the Colony would work great if it functioned like an infector from Defiance (without crashing the game of course) or kind of like outbreak. Instead of mini tracking grenades it would "inject" charges in to an enemy and maybe periodically release tracking grenades from large targets as you hit them or spawn mini trackers based on. The number of hit when the target dies. Also, I would love a worldline buff. I have a ton of fun using it in pvp and strikes...but the damage to ammo efficiency isn't great.
Colony buff idea. Instead of spawning more spider mines, let it spawn a haywire mine on destination. Become the hive lord and cover the battlefield with slowing and disorienting "webs". The added crowd control would make up for the lackluster damage and doesn't create the balance issue of the spawns being overly efficient at clearing rooms
There is absolutely no way fallout doesn't give the #1 worst pve exotic to borealis, imo that gun is worthless. It's main trait is literally a secondary perk for dead messenger and hard light, and I dont think ive ever seen anyone actually use the ionic return perk, you go through so much just to get like a 40% increase in damage for like 5 shots. Guess what other sniper does that way easier snd much more damage? Thats right, still hunt, and still hunt hasnt even gotten a catalyst yet. Theres literally no reason run this gun at all, at least colony has SOME potential in offensives like wellspring or dares, borealis does nothing good and gets overshadowed by that solar sniper all hunters know and love. Thank you for listening to my rant.
All the elemental swapping gun needs a buff, the wave frame is obsolete because of forbearance, hardlight and borealis is basically a normal gun. Now that elemental shield isn’t a thing anymore it’s even more worthless
How to fix Colony: Swarms no longer explode or dissapear on contact, instead dealing a chunk damage. The more swarms are chunking a target the higher damage each chunk does. Better swarm tracking. Subsistence. That's it, that's all it needs. Damage would rapidly ramp up on bosses as you put swarms on it, yet it would still remain a good ad-clear weapon.
I enjoy most of these niche exotics, especially colony, used worldline just to finish catalyst but lowkey had fun doing it, Coldheart can go gather dust in my vault til the end of time,
Change for prospector: Extend det timer to... not infinite, but enough time to dump all reserves on a single target. Alt fire to detonate. Bonus damage for every grenade affecting target. Grenade blast radius increases by up to double depending on time on field. Use for big area denial, or for big deeps. Don't make it God tier damage if you dump load but make it like... B+
I remember when I was testing out different weapons and brought prospector to a GM. I was kicked 3 times before I realized it was because of prospector
I'm so glad you made this video. I personally love the colony because it was my first exotic. I think it's good in pvp for zoning and it's funny watching people run away from the bugs, but it's an underpowered hunk of junk even in pvp. I mostly use it because I try to get rid of heavy ammo and it's perfect for that because it either tracks or no one else gets heavy on the other team. However if it were good I'd like that. I think it needs a damage boost, needs to be strand and spawn 3 hatchlings everytime a bug kills something, and that whenever an enemy is eliminated it should reload the mag to full from reserves similar to the Veist stinger origin trait which would be fitting because Idk if you noticed that it's a Veist weapon lol.
Colony was mad fun last time Momentum Control was available. It tended to surprise and one shot guardians when fired vaguely in their direction, especially since no one in their right mind was expecting someone to be using Colony.
Last year I ran colony with a strand hunter threadling build. Glissando scout with hatchling (1 off kill and one off the fragment), 6 coyote for two clones (3 each), threadling nade (3 more), and then colony (6 spider). I was a summoner class in PvP.
The amount of time and effort I put into getting Worldline Zero and its catalyst during Season of Arrivals just to watch it die into uselessness still makes me sad. "The Colony" is a perfect name for a Siva weapon. Make the robots explode in a massive nanite swarm equal to that of 4-6 outbreaks and it would be a meta ad clear and boss DPS weapon.
Since Prospector is Arc, and the grenades persist, it seems like an easy candidate for having electricity arc between the stuck grenades and damage enemies who pass by. In order to not have it step on Divinity’s toes, the grenade would still detonate after a short time. The static would just give it some more add clear capabilities.
Colony solution: Make it STRAND and have spider explosions cause suspend (maybe like red bars only need 1 explosion, but higher tier enemies need 2-3 spiders before being suspended?)
I have another idea for a colony rework. Just make it into a threadling launcher. Keep it basically the same but allow it to shoot a high powered faster threadling (or a lot of threadlings). Maybe rework the catalyst to be like envious assassin so that the more kills you get with the gun stowed the more threadlings that you shoot per shot.
For prospector, there is a perfect example in first decendant. There is a launcher that sticks to the enemy then explodes on reload, doing more damage the more that is stuck. Something along those lines would be amazing for prospector.
Unfortunately, for the prospector to receive a "stack all at once with increasing power for each attached grenade ending in a super explosion" buff bungie would have to do some funny/not funny balancing for it because it couldn't be too fun. More than likely if that buff was implemented it would be changed to have the base damage be weaker, attaching half the grenades would be the same dmg as it is now, and then attaching all grenades would result in an explosion equivalent to 15% more dmg. That's the only way I see bungie doing it without bitching about it being "out of band" in a future patch or "overtuned" as they like to say.
Honestly I Think the best change to prospector would probably be something like giving it ~4% more damage per grenade stuck onto a target, and posssibly 10 blast radius per grenade stuck onto a target, Then you'd want to rework the grenades to be able to stick to enemies, And for either a Hold reload to detonate, or ADS to detonate (You're probably not ADS'ing with Prospector in the first place)
I did use Colony recently. To get player kills in Gambit. I'm not much of a PvP player but still wanted Malfeasance, so when I got to that step in the quest, I used Colony. Just spray grenades in the general direction of an enemy, and you're pretty likely to get a kill. Not very efficient, but it worked well enough for me. But if I were to fix it, maybe have each shot shoot several spiders at once. Would immediately increase damage, and could fill both add clear and boss damage rolls, with multiple spiders either tracking to multiple small enemies or one large enemy. Maybe the number of spiders shot could be increased through some sort of interaction.
Crazy idea make the Colony a Strand weapon so that it gets threadlings instead of/as well as the drones, that way the "drones" can jump onto enemies that float above the ground and provide better damage. There can be more to this but that's just the basic thing that comes to mind.
Honestly, why does the colony not infinitely chain? At first I also thought it sounded a bit overtuned, but after thinking about it, necrochasm, graviton lance, sunshot, even outbreak in certain scenarios can all chain infinitely, and they’re *primaries*. The only real significant advantage the colony would have would be the distance the robots could travel before exploding, and with that travel time you’d still have to really consider if you want to use the colony or just shoot a second time with one of the primaries.
I think a cool feature of the Colony would be that there is a chance the spiders will comeback if the spawn from a final blow. Overflowing and over charging the colony’s next mag
I'll just say that auto fire perk on Prospector makes perfect sense on that gun. Having a SETTING turned off would make half of the exotic aspect of the gun unusable, as it relies on intrinsic autofire. With that said, autofire should be moved to an instrinsic part of the exotic perk, and have autofire be replaced by a more useful perk
Colony: make the robot spiders reproduce like Graviton Lance; kill an enemy, get another spider. Maybe give the extra spiders a shorter range to make it more fair. Also make them jumping spiders that can easily hit flying enemies.
I have an idea for Colony; give it a unique version of Full Court, like how Bad Juju has a unique version of Subsistence and Thresh The longer a robot's on the ground, the more damage it deals, and a robot spawned via kill has bonus damage (and possibly Weaken or Volatile, but I'm not fully sure of that)
Idea for The Colony - first, give the spiders the ability to jump a decent distance to hit flying enemies (not in pvp though). Second, each spider that hits a target gives said target a stacking vulnerability debuff to further spiders. Third, tie the amount of chain spiders to 1 plus the level the debuff level the enemy was at. Finally, make it so spiders fired from the gun can run back to you if there is no enemy for them to track to (does not apply to chain spiders).
My idea for colony changes: -a dmg buff against majors but not bosses -current catalyst buffs should be applied to the base weapon -new catalyst should instead make each shot launch 2 spiders, and allow Serve the Colony to overflow the mag -allow the “spawn another spider on kill” to chain more than once -make the spiders jump attack (like threadlings) to help with the inconsistency against flyers Keep it as primarily an add clear option, but make it worthy of occupying the exotic slot (like a heavy GL version of graviton in terms of chaining effectiveness).
My idea for Colony. Make the tracking prioritize champions. Spider detonations will stun all 3 types of champs. I've been wanting an exotic that can stun all 3, and I think this idea works well with Colony.
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Fairly something that’s obvious is that prospector needs to be full auto with or without that setting toggled, which however they can just add to the intrinsic or whatever perk on top of what should actually be there, because of holding down the trigger and letting go detonates wouldn’t do anything otherwise for the 3 people who don’t use that setting
I'm so glad that you are using Raycons! My hubby and I are getting ready to order our first pairs 😊
4:50 skip ad
make colony strand, up its damage, improve target tracking, when you spawn a nanite spider(s) from a kill the next enemy those spawned spider(s) hits spawns 3xthreadlings per spider hit.
For Colony if you want to lean into the group aspect I think do something similar to Rat King or the Runneth Over origin trait. Work with other people to boost that gun. Make it into as big a meme as Rat King is.
Queenbreaker is so forgotten he forgot it in the vid 😂
And the heavy stasis grenade launcher that's so bad I forgot its name.
@@TonkaTheMagician Salvation's Grip actually has niche uses. It is actually more useful in Onslaught, notably for shatterdive hunters and stasis titan.
@@TonkaTheMagician It is extremely useful since getting buffed. I would give it another try. Use the prismatic perk for bigger shatter and you'll be surprised its an absolute champion destroyer.
While queenbreaker is definitely pretty bad, I don't think it's even in the conversation for worst exotic simply because of how powerful arc blind is
Nah, Queenbreaker's good
We need a Last Word catalyst that makes it top tier DPS for PvE, any excuse to go wild west on the Witness is welcomed.
I reckon give it a special rampage like huckleberry but maybe just for precision kills to give it that wild west sharpshooter fantasy
give it forth time the charm with triple tap and target lock
@@unholyarthur1this
@@unholyarthur1yesthat would be so so fun to use!!
"The Catalyst With No Name"
The colony rework proposal:
1. Change the gun to strand.
2. Give it a boosted version of Hatchling, where each kill spawns a threading.
3. After a moderate duration, insectoid grenades who don't find targets return to you, returning to your reserves.
4. Slightly boost the AoE, proximity detection, and PvE damage.
Reasons:
1. The whole identity of the colony has little to nothing to do with void, nor do any builds use it as a void option, since it has no subclass synergy effects. Strand fits the weapon's fantasy far better, and this would help fill out the lack of exotic heavy strand options.
2. This lets it chain kills to a greater capacity than before, without quite having infinite chains.
3. This both fits the fantasy of sending out robot minions, and ties well into the 'Serve the Colony' perk.
4. This is more quality of life than anything else, letting it target things like harpies and shanks, as well as being able to actually kill something stronger than a red bar without requiring the whole mag.
Nah... Siva!!! And make it Solar with Incandescent!!!Just imagine the little spider making everything chain explode!!! With those explotions having a chance to spawn more spiderlings!!! Or keep it void and destabalizing rounds
Just make it special imo but not one shot in pvp
I think it could be interesting to have the insects pick up ammo and orbs if they can’t find a target, like a buffed version of shoot to loot
@@shiloh3541 Ooh, that could be fun.
@@DonoZ420 I mean colony cant even one shot in PVP, requires 2 grenades only plus is you can volley those shots and have 2 hunter drones seek out a free kill.
The fact that DARCI isn't on this list is crazy. That thing is LITERALLY just a tape measure😭
Figuratively
I can fully agree on that, but I've managed to find DARCI really good at giving overloads the middle finger in GMs recently.
Dps isn’t bad
Even skeletor and heman meme on it
@@Shoegaze-it does less damage than cloudstrike a special sniper what do you mean
I cant believe nobody has mentioned that Coldheart has a secret perk - While holding coldheart Ionic Trace cooldown goes from 4 seconds to 2.5 seconds. This is why the fallen sunstar build is so good and why it's still amazing on Prismatic with Getaway artist or any other Ionic trace focused build.
thats what I try and tell people
There's also another secret interaction that increases your "hold the trigger boost meter" I can't remember if it's being amplified or picking up an ionic trace while holding the trigger that causes it to ramp up to max damage a lot faster.
i'm just flabbergasted that it was even on here. the weapon is so good for supporting ability based builds for ability setups that don't have high regen functionality.
Great for Stasis Bakris with it’s reworked slow dodge aspect.
Any time an enemy is slowed the dodge recharges really fast, under 13 secs fast, meaning more dodges and more damage with Coldheart and Stasis Weapons and as well as more ionic traces for more ability energy.
Pretty fun to use.
Or pair it with Geomags for crazy fast Chaos Reach. Coldheart and Geomag was my go to for The Coil. You could have 2-3 Supers per encounter!
I believe Bungie is purposely ignoring DARCI in hopes of people forgetting about it forever for some reason.
You may call me DARCI
Its an AD clear sniper which is extremely weird considering its suppose to be built around DPS and it can intrinsically stun overloads, but its very hard to pull that off
Somehow, with the most complicated setup and 100% perk uptime and accuracy, it just manages to out dps whisper
DARCI should auto aim targets as if the target had a div bubble on it, maybe after a few seconds of aiming at it. The weapon is like an AI that finds the target's weakness. Why not make it do just that? I've seen people suggest the weapon to change element types when zooming in on a shield or give all three anti champion mods. Tbh, I think that is giving too much gimmick on a single exotic. That is something that belongs to an entire subclass.
Sounds like it’s already working since he thinks Colony is worse
GIVE LORD OF WOLVES A PURPOSE IN PVE TOO. Make it to where you shoot like the fallen captains in its default mode, giving more purpose for the secondary mode, and make it cause ignitions and weapon buffs to all other shotgun users.
Man I used to love Lord of Wolves
Lord of wolves used to be great in PVE but got ruined by how powerful it was it PVP since they kept having to rework the perk and nerf the gun in a combined sandbox
Answer: Pete parsons.
Pete is a common gray item. Nothing special there.
@@KeanuChrist the infamous green& dismantle.
Fallout said exotics. Pete is a common
You didn’t even try with this one
At least try to be funny
I am SO surprised not to see Truth on here since everyone forgot it was in the game for like a year
Truth is a funny thing
Truth is actually pretty decent on titan with the new chestplate
@1HKNG doesn't it just track pretty well? I feel like most legendaries are better
@@mobslayer211 They buffed it. It now essentially has intrinsic bipod without the downside. More reserves and more magazine ammo versus normal rockets with no damage penalty like it used to (about -50% but now it's more like +15% over a normal rocket). It's still not meta but it's now capable of keeping up with legendary rockets and even beats out Ghorn. It still loses to to bait and switch rockets though.
Truth is actually kind of a fun weapon to use. In pve, if u can proc smth like volatile rounds then it basically clears the entire room with its crazy blast radius. In pvp it’s just super funny to see people think they can dodge or get away from it and get absolutely obliterated by my irs rocket that finds u no matter where u are. It’s by no means a meta weapon but it’s a good pick if ur just looking to have some fun or goof around
The problem with building non-Primary exotics for "add clear" is that Primaries just do this more economically and Specials do this more efficiently. No matter how great a heavy exotic is for add clear, it won't be picked because it eats your exotic slot. They need to do something else or have a playpattern worth building around or they just won't be used.
i am genuinely offended coldheart was even mentioned on this list. I can easily bring this gun into a gm on arc warlock and do perfectly fine, which cannot be said for pretty much anything else in this video. I firmly believe if prismatic had chaos reach instead of stormtrance that coldheart geomags is a contender for top tier.
Coldheart still has a special place in my heart for being the pre-order weapon
As a CoT enjoyer I thank you for not using Fallen Sun Star
The worst exotic has to be the one that removes players’ names when it lands 3 headshots.
i dont get it
vex mythoology class?
@@duckman1771this update removed peoples usernames
DARCI. It has to be DARCI.
Darci saved my life it cant be the worst weapon
I genuinely think some people forget D.A.R.C.I can shoot since all anyone uses it for is measurements
DARCI out DPSes whisper now.
@@Cqntemplate even if it did, it's ONLY while its perk is active and so has significant downtime in cases where you'd try to use Whisper, doesn't continually refund ammo and so doesn't have competitive total damage with Whisper, and doesn't make use of Solar Ful + Ignitions. This is not a comparison worth making
I also can't tell if you're being serious 💀 and this came off way more aggressive than I meant for it to
@@Cqntemplate i 100% doubt this and plus whispter is objectively EASIER to use
Prospector is an interesting option for Bungie to lean into a Prismatic Heavy. One of the overlooked parts of the GL is that it lights targets on fire, so change that to Scorch, and now suddenly we have an arc weapon that has a solar interaction. Build into that Bungie. It has a chance to be truly unique.
Colony does less damage than the new rocket sidearms. That says enough about the state of both of these weapon types
@dinckelman stop it. Colony sucks, bit suggesting a damage nerf to rocket aide arms is dumb. It's the most fun thing added to the game in ages.
yes but it’s good for invading in gambit if you are bad at invading lol
@@shedidntthinkthisthrough you’d be better off using something like truth or black talon if u need easy kills
@@roguedyXenophage...
@@levibradley5098 u right
FYI - I still have a Chain Reaction/Voltshot Hullabaloo. Somehow I have 500 kills on it. To be fair, it was a LONG season before Final Shape.
I have a envious/Cascade it slaps majors and bosses
For the Prospector, an incredibly easy fix for it is to change it so it intrinsically has chain reaction (same way Tessellation does it), then add mulligan alongside full auto trigger system, then change the catalyst to give it target lock, but in a way that it affects ALL of the grenades on a target (as well as making the grenades explode at the same time). Should fix it so that it's useful for ad clear and boss damage at the same time, justifying its placement as both an exotic and a heavy weapon.
Offhand, I can see one problem with the proposed buff to prospector - rubber banding.
You ever noticed when Izanagi would do way less damage than you expected when the health bar shot down and then bugged out and gave health back? Or when something takes a bajillion impacts from a weapon and it doesn't know what to do with itself? Or when the Consecrated Mind literally would fall over out of nowhere from having too many Witherhoards on it? I think the prospector proposed changes would have networking issues with that much damage, instanced explosions, and projectiles going on, especially if you had a whole raid team doing it to a boss.
It'd be interesting if it could be programmed to replace many individual explosions with one centrally located large one if it knew all the grenades were lodged in one enemy anyways. To try to reduce the strain
You know what I want for coldheart?
Change the catalyst.
Picking up ionic traces fills an energy meter. When the meter is full, hold reload to overcharge this weapon and fire a chaos reach at no ammo cost.
Could synergize with geomags to make it last longer and while we're at it, make geomags cause increasing chaos reach (and coldheart alt fire) damage when focused on 1 enemy.
That sounds like just enough to get me to play arc warlock again, I miss zappy wizard time so much
This sounds so cool but I think bungi learned there lesson after still hunt
The still hunt of arc 😱
Bro is just copying still hunt and making it arc
Just throw cenotaph on, it's not that deep
You would be treated as criminally insane if you shared that prospector take in this sandbox
You got it wrong, prospector is S tier because you can yeet banners
Mom can we have threadlings at home?
No son, we already have threadlings at home
Threadlings at home: COLONY
Now there's an interesting idea. Make it shoot threadlings and have it benefit from threadling bonuses in your build while allowing kills to spawn additional threadlings. Then add some sort of bonus to launched threadlings like higher damage or sever. That would be fun as hell and worth using.
@@christianglassel9950 PLEASE
Give Worldline Zero its own version of Eager Edge with added Arc damage... and call it The Electric Slide.
Electric boogaloo
I'm a fan of Ionic Skate, tbh
Just give colony destabilizing rounds with delayed chain reaction after and let it do a bit more damage than legendary weapons of its archetype
If they wanted Prospector to lean into add clear, why don't they do the simplest option of just turning it into a special weapon and adjust the damage accordingly? It could fill the power fantasy of being the only drum mag special gl, and nobody would question it since it's Tex Mechanica and out of the ordinary weapons is one of the staples of Tex Mechanica imo. If they wanted to go even further they could lean into dual element keywords since the base gun already has a burn but is also arc. They could make enemies killed by it both blind and scorch nearby enemies. They could at least make the catalyst add this functionality.
These are my ideas for the weapons mentioned here, plus one more.
Coldheart - Increase the damage scaler applied by the exotic perk and have a bar to show when the scaler is at max level. When at max the weapon does greater damage, jolts targets and generates ionic traces. Collecting an ionic trace will grant the max scaler immediately.
Lastly, make Coldheart intrinsically effective against Overload Champions.
The Prospector - As fallout said, remove Full Auto Trigger System and replace it with Auto-loading Holster.
Increase the amount of reserve ammunition.
Change the exotic perk so that grenades fired from the Prospector stick to targets without exploding until the trigger is released. Stacking multiple grenades onto a target significantly increases the damage and blast radius so that the cumulative damage is greatly increased.
To give The Prospector some utility, have enemies killed by this weapon to spread blind and scorch to nearby enemies when they explode.
Worldline Zero - Firstly, increase the ammount of ammunition the sword has. Secondly change the weapon to a Vortex Frame weapon so the charge attack is now a spin attack.
Keep the current exotic perk but allow the Tessaract attack to Jolt targets. When Amplified the weapon does increased damage.
Colony - As a void weapon, Colony should lean into the Void 3.0 words. A good idea is to let enemies hit by the robot grenades become volatile. In addition, enemies with void debuffs take greater damage from successive robot grenades.
A second idea would be to have the robot grenades behave in the same way as threadlings in that they return to the player if there are no enemies present. If this occurs it can overflow the magazine.
Lastly, fold Chain Reaction into the exotic catalyst. This helps spread volatile.and makes Colony useful as an add clear weapon.
Queensbreaker Bow - Allow it to switch between firing modes on the fly by holding reload. In combat sights mode, it fires in a three burst mode like an Aggressive Frame linear fusion rifle does. In marksman sights mode, it does high precision damage, at a greater range, that blinds and stuns opponents, which makes it strong against Unstoppable champions.
your prospector DPS idea reminds me of Borderlands. Its an intrinsic part of the game where stacking up sticky bombs increases their damage until they all explode. Would love to see more stuff like that in D2.
Bungie have needed to start taking ideas from Borderlands guns for like a decade now
@@KhanDelnoch Borderland weapons tend to be either super basic or game breaking. You have a rocket that shoots out like 30 more rockets or you have an smg that deals slightly more damage but removes your speed.
I was going to suggest this myself, as it's one of the Torgue manufacturer perks and firing modes in Borderlands 3. Have each of the subsequent explosions on a stuck target ramp up in damage to a set multiplier cap. Sure, this is a GL flavor of Coldheart's main gimmick, but there's other unique ways of buffing a weapon without simply tuning stat numbers like damage, fire rate, etc.
Coldheart: Freezer Burn: after 4 seconds of hitting a single target, that target will receive a “cyst” that works as a crit spot. Dealing damage to this spot will result in it exploding dealing a burst of explosion as well as staggering the target.
Prospector: burrowing rounds: (think malfeasance) projectiles burrow into target, dealing increased damage depending on stacks of “burrowing rounds” applied to target. These rounds do impact damage but won’t explode until trigger release.
Worldline zero: time warp: upon activation of heavy, there is a delay before a second follow up attack from a mirage version of yourself is performed at the location you just swung. This mirage will wait longer if you use consecutive heavy attacks, each consecutive heavy spin having a wider radius and increased damage up to 3X.
Colony: reworked to fire cluster rounds that upon detonation release 3 insect bombs. (Alternative, just fires like a shotgun of robots. Would need a much smaller mag) Retains perk of “insectoid released upon kill” new effect: infection: targets damaged by insectoid projectiles take more damage from insectoids. (See outbreak)
You didn't pick a single ACTUAL worst exotic. You literally completely ignored Darci, lord of wolves, truth, etc. The ones you picked aren't great, but they aren't even remotely competing for the worst of it all
The Prospector Rework:
Exotic Perk:
Dynamite - Letting go of the trigger causes grenades to detonate, the more grenades stuck to an enemy, the larger the explosion.
Exotic Trait:
Excavation - Fires Full Auto, Grenades stick to enemies and burrow inside causing damage over time for a short period.
Havent watched the Video yet but my money is on DARCI. The thing absolutely sucks major ass.
Salvation's Grip is right there
@@jacobkern2060 Salv grip atleast can have really respectful damage. Especially on Hunter and Titan stasis. But it literally can't touch shit that floats even a bit.
@@jacobkern2060 I'm assuming you haven't used it since the rework. It currently has really high damage but it sucks against anything in the air or not on platform. Not the best but definitely not the worst when you have heavy weapons trying to compete with low end special weapons.
DARCI is pretty awful, but another weapon not mentioned that is so much worse is Cerberus +1
@@Kestrel990cerberus was buffed. It does stupid damage to adds it's just hard to justify using the exotic slot for it in PvE when it still can't sustain dps without adds nearby. There's def worse exotics in the game (like DARCI)
I always say QueenBreakers due to the ammo it uses, even if it took special itd probably be the worst linear lol.
Colony Remodeled
The Fallen have somehow taken a cache of Colonies and modified them to use SIVA.
•Fires much more slowly and has significant ammo reduction, but now launches SIVA clusters that release a cloud of corrosive tracker nanites.
•Nanites attach to targets, dealing damage over time, weakening, and suppressing them.
•If enough nanites attach, they become volatile and explode for more damage.
•Allied Outbreak Perfected nanites empower the Colony nanites, speeding up volatile triggers.
1000% behind your idea for Prospector. The idea of gambling (which builds into the Cowboy theme of the gun being Tex-M) by holding down the trigger as long as possible whilst evading enemies to release it after like 20 seconds to a huge explosion is so on point 👌
oh man, bots are already here
Cold heart) Have it partially reload from reserves on Ionic trace pickup, or have persistent damage on a target blind them. (Or both)
Prospector) Have a special reload detonate the explosives rather than letting go of the trigger (like holding the reload button, this won’t allow on entire reserve dump because of the second change). Switch full auto for lasting impression.
Worldline Zero) Allow for greater movement tech (as well as allowing the blink attack to be more easily activated) and have the blink attack apply jolt.
The colony) Fix its tracking, increase the auto loading feature so that it constantly is refilling the mag (imagine like a souped up reconstruction without the overflow) and either double the amount of reserves or increase its damage.
Adding DARCI because its criminal not to.
DARCI) Targets that are “scanned” by DARCI are marked for fellow players. Targets marked by DARCI take increased non-exotic sniper rifle damage . Non-exotic snipers deal critical damage anywhere on marked targets.
Coldheart needs to have the Walmart target lock perk buffed, the biggest problem is that it’s damage is just so weak and underwhelming
Coldheart is a wild start to this video. There are way too many other poor performing exotics to start out with Coldheart.
That’s what I’m saying plus on arc with that one fragment that makes blinding explosions from special ammo kills makes it go crazy😂
I was honestly kinda surprised to see coldheart on here like ik its not in a great spot but saying it’s a solid contender for worst exotic in the game is pretty harsh. Stuff like colony and prospector belong on here cause they’re basically unusable at this point since colony is inconsistent and has awful damage and prospector just makes very little sense as to why you would ever use it.
@@roguedycoldheart is dogwater for end game content, at least darci has one extremely niche usage in liminality GM
I personally want Worldline Zero to have teleporting on ALL of it's attacks, charged or not, and for sprinting to make your next attack jolt when charged
Edit: Oh yeah- And for it to be lightweight.
12:23 Nice video, but dude, you need to stop getting in front of your allies. You did this in the whole video, it got me scratching!
I think it would be really cool if they gave worldline double eager edge or atleast a stronger version of eager edge since it takes up your exotic slot and would bring back worldline skating
bro literally picked 3 PVP weapons and said "why no good in PVE?"
nobody is using colony in PVE because it is absolutely insane in PVP. coldheart destroys barricades and stasis turrets like no tomorrow, and prospector... ok you win he sucks.
(the full auto perk on prospector is there simply for the gun to function properly, not everyone has full auto setting enabled. and the full auto setting doesnt turn weapons into full auto, it turns your button input into a back-to-back auto press, theres a difference)
12:13 PVP heavy exotic actually worth using... Yes back then I main Colony for PVP for fun. Get heavy, shoot all and expect 2-3 kills from it now it barely kills anyone which is sad. I dismantled it a few weeks ago since it just eats up space in my vault. Also Worldline is fun in PVP but for the smarter players it can be countered easily with a shotty so I think it needs an overshield once you launch into the heavy blink attack or even yet, immune while in blink mode.
Now hear me out: Insead of making new exotic weapon, for one act or something, or some smaller patch, remake the least used exotics
God no
@@roguedy why not
@@jakublesko4847 using resources that could be used to make new exotics to remake exotics we already have is so incredibly boring, especially when such a large portion of legendary weapons reuse the same weapon model instead of innovating and another large portion of legendaries are either rereleased weapons or just the same exact weapon just with a different color scheme and maybe a different subclass. We need variety
@@roguedy the problem is with bloat, you can’t just keep adding Exotics forever, you need to either remove the old, unused ones or bring them up to the par with the new ones, overwise they have no purpose in the game
@@jakublesko4847 then the game gets boring cause all they’d be doing is refreshing old exotics over and over again cause it’s never gonna be just right. Bungie likes to nerf and buff the same thing repeatedly cause they can’t seem to find a good balance. Plus, if they were to stop adding new exotics entirely and focus all of those resources into updating old ones, then there’s nothing to chase after cause chances are, you already have the exotic. If destiny was a game like borderlands then that’d be fine. But the issue is destiny is a live service looter shooter. So completely giving up on new exotics to update old ones is completely contrary to that idea.
That cold heart idea is actually really solid without being overpowered: sustain hits create an ionic trace, collecting ionic traces creates a volt shot effect. Great for PVE, without it being a “nightfall necessity”
Try my Prospector rework idea; One of the main peeves about this gun is that it deals burn with arc damage so the first thing we should do is change it to Solar.
Now since the grenades deal burn damage to stuck targets, change it to scorch so that we can synergize and gain big ignitions along with fixing the problem of grenades detonating prematurely when contacting a grenade already stuck to a target, having them scoot around another to keep sticking to a target would be fine. Lets then change the full auto to be intrinsic and rename to what I call "Bull True": Grenades stick to targets and scorch them, sticking grenades to the same target increase the detonation damage of all grenades. The catalyst can then be change to not only increase reserves but also bump reload speed (Field Prep) and increase scorch stacks of stuck grenades.
As for the others, trace rifles should just be primary again and Colony just needs a hard damage bump and cause Volatile and Chain Reaction.
destiny 2
destiny 2
My friend has somewhat convinced me that worldline is indeed a good dps option in a way. He was able to get 2 million damage on rathil without any buffs in one damage phase with it
> named Coldheart
> Has "ice" theme
> Uses arc element
> Doesnt elaborate
> Doesnt leave
The ice theme is because Coldheart is referencing the Omolon coolant that is being used to keep the trace rifle from exploding with arc energy
@@d3athandr3birth69 🤓
@@d3athandr3birth69Omolon made the 1st trace rifle
Said this when Stasis came out back in 2020. Coldheart should deal Stasis damage and I have no idea why it's still Arc. Just put it in the kinetic slot and switch its element to Stasis with Stasis shard generation instead of Arc ionic traces. No idea why that's so hard
What’s funny is that there’s a legendary trace that does cold hearts old damage job better
I used to love using the Colony and Worldline to Invade in Gambit. During Prime matches, drop a bubble on the bank while draining it and taunt players until they get close enough to use the Worldline jump for a surprise attack. Or throw a bunch of spiders on the opposing team while you chase them down. Good fun.
Suros regime feels like a regular legendary auto rifle, it would be cool having it do something more like subsistance on the ramp up mode and focused firefly from wrath of the machine on the focused fire mode
For Prospector, you could just make it that the nades don't detonate immediately after letting off the trigger if they stick onto a target. Make it a timed detonation, turn it into the GL equivalent of the Needler from Halo. You empty the mag, swap to something else for DPS while you wait for the nades to detonate, then profit.
I like your Prospector idea and have a fun way of flavoring it using a part of arc that isn't used too much. Lightning strikes. Each grenade stick adds another strike so if you land all 6, that's 21 strikes. Or if that's too much, you can make it every other for 12.
Make cold heart a stasis weapon. It only makes sense
Just turn colony into a strand Gun and shoot out threadlings instead of spiders it would have nice synergy’s
For cold heart: As with all trace rifles, ammo and damage is *terrible,* so, buff TRs to progress finder mods (or increase ammo drops), buff damage weapon-type wide, and allow CH specifically to refund ammo when picking up ionic traces.
For the prospector: Completely refresh perks. Maybe make it have field prep, and turn it into a heavy wave frame. Assuming it goes the ad clear route. If you want it as a more DPS route, have it refund a certain number of grenades from reserves depending on how many are detonated at once. Major buff to reserves and damage on delayed detonations.
For Worldline Zero: encourage its use more! Have a meter that fills similar to Centrifuse, and the more charged it is, the further you move. Additionally, certain thresholds within the meter apply jolt and chain damage on hits, the more charged the meter, the more intense the damage.
For Colony: I have no idea how you could improve it. Maybe a buff to ammo reserves, tracking, and damage? Maybe make it a double fire type GL to increase viability in terms of ammo economy? Insectoid kills drop heavy ammo for yourself and allies? Who knows!
for worldline give it attack copy functionality, when you get 2 or more kills with the teleport strike or deal an amount of damage to a single target an alternate timeline you causes another higher damage teleport strike on "nearby" enemies or enemy.
The colony : the first round in a mag is spider queen, spider queen will attach to enemies doing tick damage/weaken and produce a new drone every tick seeking out and damaging targets. Then probably toss volatile on x number of drone hits.
For cold heart : make it the first prismatic weapon keeping it arc but when 2 ionic traces hit the player the weapon can slow and freeze the objective addind shatter dmg
For the colony make it so its magazine it's 3 but now it shoots one spider and one flying drone at the same time so it can hit flying tarjets easy also it makes tarjets volatile.
For the worldline zero...i think it'd be easy to just have a GUILE-ESQUE super as you damage bosses...like on hit with a heavy it creates a ring of electricity that both jolts and amplifies with every arc sword hit from anyone.
Prospector: Change full auto to Field Prep
The "burning" effect becomes "Scorch"
Landing all grenades cause an ignition. Standard kills cause arc "chain reaction"
Prospector: If you could load the boss up with the whole reserves while it’s immune, then instantly detonate (with, say, long reload press) when damage starts, it would be an incredible weapon.
I love Coldheart on my Arc Warlock. I put on Geomag Stabilizers and spam Supers all game, it's great. We wanna talk about a really bad Exotic? What about Lord of Wolves, who's Exotic perk is a toggle-able Full Auto Trigger? At least Prospector has damage and proximity mines, Lord of Wolves does straight up nothing
I love the idea of Ionic Traces partially refilling the mag. I would also go a bit further and allow it to give a chance to overload the magazine
Coldheart: change it to stasis, keep it in the energy slot, and on highramp up apply slow stacks (in team settings you could build up shatters)
I do agree the only way to make cold heart good is to completely build into it, but some UA-camr made a build with it and geomags and it’s so much fun. You can put on the arc aspect where you blind when amplified and you’ll be amplified 24/7 and get your super in a super short amount of time. I threw it on for the first time in a while and it still cooks
I really like the idea of colony, I think the robots have to get better or deal damage ofer time or spawn many at once
I have an idea for the colony. The notion of parasitic robot spiders replicating on kill suggests that the nanites are harvesting materials from enemies' bodies to use to create more of themselves. What if the initial shot "infects" a target on direct impact and siphons material from said target's body to launch out more nanites? This would make colony into a second damage over time heavy weapon with solid ad clear potential. If you want it to also tie into subclass keywords more, too, you could have submunitions make all targets hit volatile or generate void overshields on kill (or have some submunition nanites target players and give overshields, but that bleeds into the Ex Diris + Mothkeeper combo too much). I know volatile damage is quite meh, but it would at least have some sort of synergy. Here's to hoping Arc and Void get synergies between weapons and abilities on par with Strand and Solar. Stasis is somewhere in the middle; chill clip is fairly good.
A way to enhance Cold Heart would be learning from Khvostov. When you pick a trace, your next 10th shot provokes an AoE jolt application, like how Khvostov makes bullet bounce every 7th shot, extra harder if you get an orb.
I think cold heart to get a small damage reduction and be turned into the first primary ammo trace rifle, i know this is stupid but i may revive its uniqueness.
I really think that the Colony would work great if it functioned like an infector from Defiance (without crashing the game of course) or kind of like outbreak. Instead of mini tracking grenades it would "inject" charges in to an enemy and maybe periodically release tracking grenades from large targets as you hit them or spawn mini trackers based on. The number of hit when the target dies.
Also, I would love a worldline buff. I have a ton of fun using it in pvp and strikes...but the damage to ammo efficiency isn't great.
Colony buff idea. Instead of spawning more spider mines, let it spawn a haywire mine on destination.
Become the hive lord and cover the battlefield with slowing and disorienting "webs". The added crowd control would make up for the lackluster damage and doesn't create the balance issue of the spawns being overly efficient at clearing rooms
There is absolutely no way fallout doesn't give the #1 worst pve exotic to borealis, imo that gun is worthless. It's main trait is literally a secondary perk for dead messenger and hard light, and I dont think ive ever seen anyone actually use the ionic return perk, you go through so much just to get like a 40% increase in damage for like 5 shots. Guess what other sniper does that way easier snd much more damage? Thats right, still hunt, and still hunt hasnt even gotten a catalyst yet. Theres literally no reason run this gun at all, at least colony has SOME potential in offensives like wellspring or dares, borealis does nothing good and gets overshadowed by that solar sniper all hunters know and love.
Thank you for listening to my rant.
All the elemental swapping gun needs a buff, the wave frame is obsolete because of forbearance, hardlight and borealis is basically a normal gun. Now that elemental shield isn’t a thing anymore it’s even more worthless
How to fix Colony:
Swarms no longer explode or dissapear on contact, instead dealing a chunk damage.
The more swarms are chunking a target the higher damage each chunk does.
Better swarm tracking.
Subsistence.
That's it, that's all it needs. Damage would rapidly ramp up on bosses as you put swarms on it, yet it would still remain a good ad-clear weapon.
I enjoy most of these niche exotics, especially colony, used worldline just to finish catalyst but lowkey had fun doing it, Coldheart can go gather dust in my vault til the end of time,
Change for prospector:
Extend det timer to... not infinite, but enough time to dump all reserves on a single target. Alt fire to detonate. Bonus damage for every grenade affecting target. Grenade blast radius increases by up to double depending on time on field.
Use for big area denial, or for big deeps. Don't make it God tier damage if you dump load but make it like... B+
I remember when I was testing out different weapons and brought prospector to a GM. I was kicked 3 times before I realized it was because of prospector
I'm so glad you made this video. I personally love the colony because it was my first exotic. I think it's good in pvp for zoning and it's funny watching people run away from the bugs, but it's an underpowered hunk of junk even in pvp. I mostly use it because I try to get rid of heavy ammo and it's perfect for that because it either tracks or no one else gets heavy on the other team. However if it were good I'd like that. I think it needs a damage boost, needs to be strand and spawn 3 hatchlings everytime a bug kills something, and that whenever an enemy is eliminated it should reload the mag to full from reserves similar to the Veist stinger origin trait which would be fitting because Idk if you noticed that it's a Veist weapon lol.
Colony was mad fun last time Momentum Control was available. It tended to surprise and one shot guardians when fired vaguely in their direction, especially since no one in their right mind was expecting someone to be using Colony.
Last year I ran colony with a strand hunter threadling build. Glissando scout with hatchling (1 off kill and one off the fragment), 6 coyote for two clones (3 each), threadling nade (3 more), and then colony (6 spider). I was a summoner class in PvP.
The amount of time and effort I put into getting Worldline Zero and its catalyst during Season of Arrivals just to watch it die into uselessness still makes me sad.
"The Colony" is a perfect name for a Siva weapon. Make the robots explode in a massive nanite swarm equal to that of 4-6 outbreaks and it would be a meta ad clear and boss DPS weapon.
i rock my envious/chain hullabaloo pretty frequently on my main arc build. still love it. tons of fun making the entire room explode.
Since Prospector is Arc, and the grenades persist, it seems like an easy candidate for having electricity arc between the stuck grenades and damage enemies who pass by. In order to not have it step on Divinity’s toes, the grenade would still detonate after a short time. The static would just give it some more add clear capabilities.
Colony solution:
Make it STRAND and have spider explosions cause suspend (maybe like red bars only need 1 explosion, but higher tier enemies need 2-3 spiders before being suspended?)
I have another idea for a colony rework. Just make it into a threadling launcher. Keep it basically the same but allow it to shoot a high powered faster threadling (or a lot of threadlings). Maybe rework the catalyst to be like envious assassin so that the more kills you get with the gun stowed the more threadlings that you shoot per shot.
For prospector, there is a perfect example in first decendant. There is a launcher that sticks to the enemy then explodes on reload, doing more damage the more that is stuck. Something along those lines would be amazing for prospector.
Unfortunately, for the prospector to receive a "stack all at once with increasing power for each attached grenade ending in a super explosion" buff bungie would have to do some funny/not funny balancing for it because it couldn't be too fun. More than likely if that buff was implemented it would be changed to have the base damage be weaker, attaching half the grenades would be the same dmg as it is now, and then attaching all grenades would result in an explosion equivalent to 15% more dmg. That's the only way I see bungie doing it without bitching about it being "out of band" in a future patch or "overtuned" as they like to say.
Honestly I Think the best change to prospector would probably be something like giving it ~4% more damage per grenade stuck onto a target, and posssibly 10 blast radius per grenade stuck onto a target, Then you'd want to rework the grenades to be able to stick to enemies, And for either a Hold reload to detonate, or ADS to detonate (You're probably not ADS'ing with Prospector in the first place)
I did use Colony recently. To get player kills in Gambit. I'm not much of a PvP player but still wanted Malfeasance, so when I got to that step in the quest, I used Colony. Just spray grenades in the general direction of an enemy, and you're pretty likely to get a kill. Not very efficient, but it worked well enough for me.
But if I were to fix it, maybe have each shot shoot several spiders at once. Would immediately increase damage, and could fill both add clear and boss damage rolls, with multiple spiders either tracking to multiple small enemies or one large enemy. Maybe the number of spiders shot could be increased through some sort of interaction.
Crazy idea make the Colony a Strand weapon so that it gets threadlings instead of/as well as the drones, that way the "drones" can jump onto enemies that float above the ground and provide better damage. There can be more to this but that's just the basic thing that comes to mind.
Honestly, why does the colony not infinitely chain? At first I also thought it sounded a bit overtuned, but after thinking about it, necrochasm, graviton lance, sunshot, even outbreak in certain scenarios can all chain infinitely, and they’re *primaries*. The only real significant advantage the colony would have would be the distance the robots could travel before exploding, and with that travel time you’d still have to really consider if you want to use the colony or just shoot a second time with one of the primaries.
I think a cool feature of the Colony would be that there is a chance the spiders will comeback if the spawn from a final blow. Overflowing and over charging the colony’s next mag
Please make these videos as a series with more exotic weapons and armor too.
I'll just say that auto fire perk on Prospector makes perfect sense on that gun. Having a SETTING turned off would make half of the exotic aspect of the gun unusable, as it relies on intrinsic autofire.
With that said, autofire should be moved to an instrinsic part of the exotic perk, and have autofire be replaced by a more useful perk
Your Prospector change + a Cascade Point perk would go crazy
Colony: make the robot spiders reproduce like Graviton Lance; kill an enemy, get another spider. Maybe give the extra spiders a shorter range to make it more fair.
Also make them jumping spiders that can easily hit flying enemies.
I have an idea for Colony; give it a unique version of Full Court, like how Bad Juju has a unique version of Subsistence and Thresh
The longer a robot's on the ground, the more damage it deals, and a robot spawned via kill has bonus damage (and possibly Weaken or Volatile, but I'm not fully sure of that)
Idea for The Colony - first, give the spiders the ability to jump a decent distance to hit flying enemies (not in pvp though). Second, each spider that hits a target gives said target a stacking vulnerability debuff to further spiders. Third, tie the amount of chain spiders to 1 plus the level the debuff level the enemy was at. Finally, make it so spiders fired from the gun can run back to you if there is no enemy for them to track to (does not apply to chain spiders).
My idea for colony changes:
-a dmg buff against majors but not bosses
-current catalyst buffs should be applied to the base weapon
-new catalyst should instead make each shot launch 2 spiders, and allow Serve the Colony to overflow the mag
-allow the “spawn another spider on kill” to chain more than once
-make the spiders jump attack (like threadlings) to help with the inconsistency against flyers
Keep it as primarily an add clear option, but make it worthy of occupying the exotic slot (like a heavy GL version of graviton in terms of chaining effectiveness).
My idea for Colony. Make the tracking prioritize champions. Spider detonations will stun all 3 types of champs. I've been wanting an exotic that can stun all 3, and I think this idea works well with Colony.