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.
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.
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
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.
@@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
@@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
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.
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
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.
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.
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 👌
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
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.
Coldheart died the first time with the ionic trace nerf. Strictly bc it ruined the smoothness of the Fallen Sunstar arc warlock build. It died a second time with prismatic. But prismatic killed a lot of ability based builds.
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
@@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)
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.
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.
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)
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.
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.
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.
@@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.
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.
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)
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.
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
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.
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.
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.
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”
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 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 figured the Prospector would one. I like Worldline Zero. But I use it when I am feeling nostalgic. The Colony?! OMG you haven’t finally got pissed off enough in Gambit to whip that bad boy out, invade, pop super, and unload the whole mag and wipe the whole team. For me it’s like Popeye hitting his spinach when he “can’t standsk no more” Yeah I’m that guy in Gambit. Sorry not sorry. I also use it in some PVE content. I don’t do end game so that is why it works for me.
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.
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
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.
based on the little burn I saw the prospector doing, making it so applying shots of it will scorch a target, with enough scorch to cause an ignition if all grenade shots hit (maybe 2 if you have ashes, 1 after all land and 1 after they explode), would be pretty neat. I know it's an arc weapon but it would be cool and give it a pretty nice niche! That, or if we ant to keep it arc just make the first one jolt the target so every subsequent hit does extra damage and nukes everything. Colony I feel would be neat if it spawned an insectoid robot out of any enemy damaged by it, tracked by the bots releasing a small suppression effect once they explode. This would give more access to suppression in the heavy slot which would be nice, while also allowing you to dump a few shots into a crowd, watch them all stagger and waddle around not knowing what to do, then killing them with anything else starts a new chain of bot destruction! (void necrotic grips, effectively).
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.
Ngl I'd put Lament on here instead of Worldline. After they buffed Worldline it kinda took the role as the burst damage sword being the highest burst damage on a sword and since the dps of legendaries and other exotics were higher Lament was struggling then they went and gave it a 20% nerf and a healing nerf to make it even worse.
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.
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,
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 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.
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.
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 do agree the only way to make cold heart good is to completely build into it, but some CZcamsr 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 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.
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.
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.
how did MIDA MULTI TOOL ESCAPE THIS LIST. At least coldheart, worldline and colony are "exotic" in the way where they ofc feel super unique but HOW DID MIDA NOT MAKE IT. I'm sure that radar while ads and increased mobility is really helping me a lot!
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)
Having ionic traces refill a portion of cold hearts magazine would be a huge upgrade for how little it would actually change the weapon. I also think that if wavesplitter gets a catalyst it should give it shoot to loot in some form
It would pretty neat if Coldheart became a Stasis Trace, and gained stasis synergy. Though it also might be very cool if it was an arc weapon that also dished out stasis buffs of debuffs, which might provide interesting buildcrafting opportunities for prismatic that we have never had before. Imagine if Coldheart generated ionic traces, and when you pick up ionic traces, you are granted something like frost armor.
For the coldheart, i have a warlock build with coldheart, blinding arc aspect, cenotaoh mask, and a legendary dps. The ammo economy is so good you can use that on blinding with the arc souls for add clear, and obviously the weapon itself for champs while your teammates can nuke champs with their heavys bc theyll get it back. Ive done gm carries with it and its pretty great
I saw someone say colony should have hatchling. I think this idea is great, since those threadlings have inheritance and would spawn more robot spiders on kill. This perk alone could go in the catty slot, and almost fill that infinite chain method (though non-precision kills need 3 before a hatch spawns). There's also the note that colony is void and hatchling is strand, but it could be a prismatic weapon along the lines of tesselation or conditional finality.
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)
I would love to see last word catalyst have a khostov-like ricochet on hip fire precision hit mechanic as well as refunding a round for each precision hit for like 5-7 seconds after you draw it. Really lean into the cowboy quick draw fantasy. It’d go together with lucky pants like Thorn does with necrotic grips.
I’d love to see Coldheart release bursts of Blind after a couple full seconds of keeping the beam on target. It protects the wielder from the big baddie, so you get to keep the high state. Could even turn into a blinding explosion (just verb, no dmg) from longer exposition to the beam, protecting the wielder further. I personally feel like it shouldn’t be contesting Delicate Tomb more than it already is, even if Arc subclasses have access to that one fragment that releases blinding explosions on special kills. Prospector would be nice if most bosses didn’t have immune phases. Isn’t there also some sort of damage drop-off from the Proximity Grenades mechanic? Perhaps it should retain its full damage? Would love to see Colony take the Osteo Striga route of spreading around. So let’s picture Colony become some sort of damage over time when a spiderling reaches and hits an enemy. The extra insect spawn could happen if the target dies while poisoned, then seeking another target to poison? We know there is an audience for ad-clear chains. I’d love to see some unique visual effect on Colony victims, reflecting the intensity by making more spiderlings visible the more of them reached the victim. (The DoT damage would increase based on the numbers of spiderlings up to a certain amount, probably matching the maximum magazine capacity, so that it would still be capable of boss damage.)
I was about to say where is DARCI and vigilance but those have SOME(extremely small but still) usage. But those you said are just relics of the past, I have them just for collections...(Except colony, that shit awesome in momentum control(only in there tho))
@@FlashesSoccer011 I needed to stun a champ once...(I sit here for 5 mins trying to think of something else too but I guess you're right that gun is sh1t!! xD).
Just give colony a crazy buff against red bars, majors and champions, like 100% or even more. This would leave the identity of the weapon still as a adclear weapon, since boss dps was not increased. It would then be able to clear everything but bosses quite effectivly
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.
Prospector is just a legendary with sticky nades as it's mag perk but with its 3rd and 4th perk column missing and the catalyst is using a reserves mod. Even blue launchers have a perk, so you'd be better off using one of those. Bungie said it's getting buffed, so hopefully, it gets a big one.
Imagine if the Colony act like an actual annoying insects that latch on to an enemy and deal a small DoT. Also, it'd be nice if you can actually see them full of tiny spiders. And when they killed it, the exploded into 1 or 2 tiny spiders that seeks out the next enemy
A little late to the party... Prospector has the same issue that Deathbringer has - you need to keep it equipped until ready to release for maybe decent damage. There are so many more Legendary weapons that are more consistent with more efficiency. I think Deathbringer could be buffed to work like Nova-Bomb (like Still Hunt is a Golden Gun), but I'd like to explore the fact that Prospector inflicts both Arc and Solar damage: By standard, it fires Arc projectiles that stick and detonate on trigger release. More damage, lower blast radius. Hold R to change it to Solar Sicky projectiles with less damage but bigger blast radius (Bonus points to make this animation a fancy Tex move). Catalyst gives Incandescent to the Solar projectiles, and Volt-shot to the Arc projectiles, in addition to an ammo bump where the Prospector doesnt need Ammo Reserve Mods (like Leviathan's Breath)
I'll never forget the disappointment I felt when I got the Colony catalyst thinking the perk would make it the first 10-12 round grenade launcher only to see the mag stat go up by ONE WHOLE SHOT
Would love if the colony spiders gave a poison effect similar to Le Monarque and stacking multiple spider hits on one enemy would make the poison do more damage so you might actually be able to kill minibosses with it and get use out of it making 5 more spiders
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
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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 😊
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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!
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 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
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 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
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
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
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
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
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
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
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
You got it wrong, prospector is S tier because you can yeet banners
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
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
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.
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.
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 👌
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
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.
Coldheart died the first time with the ionic trace nerf. Strictly bc it ruined the smoothness of the Fallen Sunstar arc warlock build.
It died a second time with prismatic. But prismatic killed a lot of ability based builds.
Prismatic did the opposite lmao abilities spam hasn't been this high in a while.
@@Blanktester685 it killed a lot of builds in the sense of doing them better, is what OP meant
Coldheart has a hidden interaction that reduces ionic traces cooldown at least
@@Blanktester685 All the other ability spam builds got killed by prismatic. Bc it does it better
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
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)
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.
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.
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)
oh man, bots are already here
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.
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
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.
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.
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
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)
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.
> 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
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.
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!
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
destiny 2
destiny 2
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.
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.
6:50 props to the Witness for being kind enough to wait while you two goof off with rockets.
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”
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 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 figured the Prospector would one. I like Worldline Zero. But I use it when I am feeling nostalgic. The Colony?! OMG you haven’t finally got pissed off enough in Gambit to whip that bad boy out, invade, pop super, and unload the whole mag and wipe the whole team.
For me it’s like Popeye hitting his spinach when he “can’t standsk no more”
Yeah I’m that guy in Gambit. Sorry not sorry.
I also use it in some PVE content. I don’t do end game so that is why it works for me.
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.
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
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
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.
based on the little burn I saw the prospector doing, making it so applying shots of it will scorch a target, with enough scorch to cause an ignition if all grenade shots hit (maybe 2 if you have ashes, 1 after all land and 1 after they explode), would be pretty neat. I know it's an arc weapon but it would be cool and give it a pretty nice niche! That, or if we ant to keep it arc just make the first one jolt the target so every subsequent hit does extra damage and nukes everything.
Colony I feel would be neat if it spawned an insectoid robot out of any enemy damaged by it, tracked by the bots releasing a small suppression effect once they explode. This would give more access to suppression in the heavy slot which would be nice, while also allowing you to dump a few shots into a crowd, watch them all stagger and waddle around not knowing what to do, then killing them with anything else starts a new chain of bot destruction! (void necrotic grips, effectively).
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.
Ngl I'd put Lament on here instead of Worldline. After they buffed Worldline it kinda took the role as the burst damage sword being the highest burst damage on a sword and since the dps of legendaries and other exotics were higher Lament was struggling then they went and gave it a 20% nerf and a healing nerf to make it even worse.
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.
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,
I always say QueenBreakers due to the ammo it uses, even if it took special itd probably be the worst linear lol.
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 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.
Your Prospector change + a Cascade Point perk would go crazy
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.
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 do agree the only way to make cold heart good is to completely build into it, but some CZcamsr 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 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.
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.
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.
how did MIDA MULTI TOOL ESCAPE THIS LIST. At least coldheart, worldline and colony are "exotic" in the way where they ofc feel super unique but HOW DID MIDA NOT MAKE IT. I'm sure that radar while ads and increased mobility is really helping me a lot!
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)
Having ionic traces refill a portion of cold hearts magazine would be a huge upgrade for how little it would actually change the weapon. I also think that if wavesplitter gets a catalyst it should give it shoot to loot in some form
It would pretty neat if Coldheart became a Stasis Trace, and gained stasis synergy.
Though it also might be very cool if it was an arc weapon that also dished out stasis buffs of debuffs, which might provide interesting buildcrafting opportunities for prismatic that we have never had before. Imagine if Coldheart generated ionic traces, and when you pick up ionic traces, you are granted something like frost armor.
For the coldheart, i have a warlock build with coldheart, blinding arc aspect, cenotaoh mask, and a legendary dps. The ammo economy is so good you can use that on blinding with the arc souls for add clear, and obviously the weapon itself for champs while your teammates can nuke champs with their heavys bc theyll get it back. Ive done gm carries with it and its pretty great
I saw someone say colony should have hatchling. I think this idea is great, since those threadlings have inheritance and would spawn more robot spiders on kill. This perk alone could go in the catty slot, and almost fill that infinite chain method (though non-precision kills need 3 before a hatch spawns).
There's also the note that colony is void and hatchling is strand, but it could be a prismatic weapon along the lines of tesselation or conditional finality.
i rock my envious/chain hullabaloo pretty frequently on my main arc build. still love it. tons of fun making the entire room explode.
They should add a new perk to Cold Heart’s catalyst, whenever it generates an ionic trace, it also jolts nearby 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)
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 would love to see last word catalyst have a khostov-like ricochet on hip fire precision hit mechanic as well as refunding a round for each precision hit for like 5-7 seconds after you draw it. Really lean into the cowboy quick draw fantasy. It’d go together with lucky pants like Thorn does with necrotic grips.
I’d love to see Coldheart release bursts of Blind after a couple full seconds of keeping the beam on target. It protects the wielder from the big baddie, so you get to keep the high state.
Could even turn into a blinding explosion (just verb, no dmg) from longer exposition to the beam, protecting the wielder further. I personally feel like it shouldn’t be contesting Delicate Tomb more than it already is, even if Arc subclasses have access to that one fragment that releases blinding explosions on special kills.
Prospector would be nice if most bosses didn’t have immune phases. Isn’t there also some sort of damage drop-off from the Proximity Grenades mechanic? Perhaps it should retain its full damage?
Would love to see Colony take the Osteo Striga route of spreading around. So let’s picture Colony become some sort of damage over time when a spiderling reaches and hits an enemy. The extra insect spawn could happen if the target dies while poisoned, then seeking another target to poison? We know there is an audience for ad-clear chains.
I’d love to see some unique visual effect on Colony victims, reflecting the intensity by making more spiderlings visible the more of them reached the victim. (The DoT damage would increase based on the numbers of spiderlings up to a certain amount, probably matching the maximum magazine capacity, so that it would still be capable of boss damage.)
I was about to say where is DARCI and vigilance but those have SOME(extremely small but still) usage. But those you said are just relics of the past, I have them just for collections...(Except colony, that shit awesome in momentum control(only in there tho))
@minoanhunter7308 there isn't a single instance where DARCI is a decent choice. Not a single one.
@@FlashesSoccer011 I needed to stun a champ once...(I sit here for 5 mins trying to think of something else too but I guess you're right that gun is sh1t!! xD).
People speedran liminality with darci recently lmao, that's more usage then most exotic heavies have gotten in a while.
Just give colony a crazy buff against red bars, majors and champions, like 100% or even more. This would leave the identity of the weapon still as a adclear weapon, since boss dps was not increased. It would then be able to clear everything but bosses quite effectivly
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.
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)
Fun fact about colony, i actually unlocked malfeasance by using in gambit. For invading, the thing is a beast.
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 use Colony in Gambit to farm Witherhoard quest. Magdump it during invasions and laugh as the enemy has no idea how to react to the spiders.
Prospector is just a legendary with sticky nades as it's mag perk but with its 3rd and 4th perk column missing and the catalyst is using a reserves mod. Even blue launchers have a perk, so you'd be better off using one of those. Bungie said it's getting buffed, so hopefully, it gets a big one.
Imagine if the Colony act like an actual annoying insects that latch on to an enemy and deal a small DoT. Also, it'd be nice if you can actually see them full of tiny spiders. And when they killed it, the exploded into 1 or 2 tiny spiders that seeks out the next enemy
A little late to the party...
Prospector has the same issue that Deathbringer has - you need to keep it equipped until ready to release for maybe decent damage. There are so many more Legendary weapons that are more consistent with more efficiency.
I think Deathbringer could be buffed to work like Nova-Bomb (like Still Hunt is a Golden Gun), but I'd like to explore the fact that Prospector inflicts both Arc and Solar damage:
By standard, it fires Arc projectiles that stick and detonate on trigger release. More damage, lower blast radius.
Hold R to change it to Solar Sicky projectiles with less damage but bigger blast radius (Bonus points to make this animation a fancy Tex move).
Catalyst gives Incandescent to the Solar projectiles, and Volt-shot to the Arc projectiles, in addition to an ammo bump where the Prospector doesnt need Ammo Reserve Mods (like Leviathan's Breath)
I'll never forget the disappointment I felt when I got the Colony catalyst thinking the perk would make it the first 10-12 round grenade launcher only to see the mag stat go up by ONE WHOLE SHOT
Would love if the colony spiders gave a poison effect similar to Le Monarque and stacking multiple spider hits on one enemy would make the poison do more damage so you might actually be able to kill minibosses with it and get use out of it making 5 more spiders
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