I think Deterministic Chaos would be fun if they leaned into the 4th/16th bullet mechanic by giving it 64 in the mag and having the 64th bullet deal massive damage. Also maybe add some forgiveness by allowing short interruptions in the firing sequence to keep the counter.
I think they should make it into a Void Thunderlord (rest in peace Nova Mortis). Make the RPM ramp up as you hold down the trigger and have the volatile explosions reload the weapon
I've always had an idea for a Divinity catalyst that would fit PERFECTLY with the gameplay of it. Verdict: A portion of weapon damage done to Judgement's cage is stored. When Penance activates, all stored damage is added to the burst, and now deals damage to nearby targets. (Around 10%-15% of any weapon damage is stored, when dealing damage to the Judgement field, with Divinity damage storing 200% of the damage as a hidden effect. If the Judgement cage goes away due to the target dying, or you stop shooting for long enough, all the stored damage is removed.)
1:35 So if you didn't know, the hip-fire grip built into Last Word is NOT the same as the legendary perk version. It's actually less powerful on Last Word. Consequently, I'm not sure Bungo would want to lean into Offhand Strike on top of what it already has, but hey, now you know.
Euphony is mid, I was so hyped about it, finally dropped for me couple of weeks ago, made a prismatic hatchling build, played for some time then vaulted it. Hatchling themselves are somewhat weak
@@ryzesupremus611If you swap to Strand, and put on Swarmers, the Threadlings spawned by Euphony will gain the unraveling bonus from Swarmers, making it the best combo. Also, if you use Mindspun and Weavers, I promise, the experience will be 10000% better, as you will have Euphony's trait up almost constantly.
@@ryzesupremus611farm a ros arago with permeability and onslaught or any strand machine gun with demo. Exotic class item with starfire protocol. Devour and Weavers call. Place emp rift with ros arago out. Keep throwing threadling nades and slay with ros or mg. You’ll find that when a beefy target comes out, you will have max euphony stacks and will shred through anything.
With weavers call, any strand kill has a chance to create a threadling. Best mg is the Suros one with demo and onslaught: melts ads gives mega grenade energy. Every 3 kills is a nade since demo 10%, devour 15-26?%, starfire 20%. You literally never have to think about building euphony stacks with the sheer number of threadlings thrown. Clears rooms with ease
I think that borealis should be reworked to be intrinsic anti-barrier and then every time trigger ionic return, the next shot will apply a subclass debuff depending on the element, so like Jolt for Arc, Suppress for Void, and Ignite for Solar, i feel like itd make it a bit more versatile as a support weapon
I have a couple ideas For Queenbreaker, the long range scope should grant Box Breathing and the short range scope should grant No Distractions. For Deterministic Chaos, defeating Void debuffed targets reduces the debuffing conditions by half. So instead of firing 4 and 16 rounds for Volatile and Weaken, you'd only need to fire 2 and 8 rounds, for ammo conservation and faster debuffing. For Parasite, defeating Hive with precision damage allows you to pick up the worms they drop when they die, which auto reloads the weapon with a full x20 of Worm's Hunger. Niche, I know, but a powerful niche in my opinion. Those are my ideas
I definitely like the parasite idea, though maybe not a full 20x, but instead it could scale up depending on what rank of enemy it is, red bars would grant 5 stacks, then orange bars 10 stacks? and maybe if its a champion hive, it could give the full 20, plus a single shot
@semajgraham5849 yes that's true, but that would make it difficult to do, splitting a weapons main ability to function in pve but not pvp. Not disagreeing with because I love tarrabah and use it every so often. I wish it didn't lose it's charge. It makes the weapon pretty obsolete compared to other exotic primary weapons
@isitreallyyouuuuuu I think a better way to do it would be to have it drain charge to a certain percentage depending on how much charge you had. Like, stowing at over 75% charge will put you back at 33% (or one third), swapping off from 50-75% will drop you down to 20% charge, and so on. Cause then instead of having to tweak the rate of drainage for the meter, it's a set, known quantity and would encourage you to play around it. For example, if you're in between the second and third divider on the bar, before stowing the weapon, you might dump off a little extra of your mag to get past that 75% line so you will retain more charge when you swap back. Part of the skill of using the weapon would be knowing when you can put a few more shots in and when you need to swap NOW. Also, I think the meter should provide some stat bonuses the more you fill it. Like cranial spike and paracausal charge. Give it a scaling range and stability bonus that corresponds to how much you have charged the weapon. That way, you can bake in some bonuses that you still have to earn but don't need to get a kill for AND it provides a tradeoff for popping ravenous beast. Plus, I think it'd be interesting to play with ravenous beast that way cause you'd have to play more and more aggressive and close quarters the closer it gets to running out. As opposed to just being a death beam for 6 seconds. If they made those changes to tarabah I'd honestly consider maining it. Cause I know it wouldn't be the BEST weapon over stuff like Khvostov, Elsie's, rose, igneous, etc, but it'd have a win condition and there'd be more thought into using it as opposed to paranoia and playing cautious cause you don't want to have to pull out your special weapon.
Yeah naming her would be fairer, he has to have got the idea from her since she uploaded the video before him, not doing it seems a little nasty (some ideas were similar as well). Taking inspiration is not bad but the source should be mentioned brother llama
I think if parasite got full court, that either has a higher ceiling for damage but longer scale time, or just a shorter scale time with the same damage increase as the base perk, that’d be so fun
@@pecador_tor I mean Warlocks are currently doing something similar but it's not super op. It's increase sustained dps and maybe help with total on shorter boss phases but overall wouldn't be op.
Prospector could be a powerful exotic if Bungie increased its damage based on the amount of grenades stacked on the target. That way Prospector could potentially be a burst DPS king. They could further improve the weapon by allowing stacked grenades to inflict both blind and scorch.
Info came out about the exotic reworks a few days ago. While Tarrabah isn't getting the scorch generation we wanted, it IS getting a Solar resist effect when Ravenous Beast is active (50% in PvE!).
8:25 I really like the idea you gave for salvation's grip, I also think a more simple change that's fitting of it's current state would be to change the uncharged gl shots meant to shatter the crystals you make into wave frame shots
3:09 honestly, hatchling would be kinda lame as a euphony catalyst. I don’t think one extra threading per kill is really gonna move the needle with it. Instead, let’s push into the boss dps side of the gun by making threading damage partially reload the magazine (or regenerate ammo if we’re feeling frisky)
My idea for eyes of tomorrow catalyst was always landing 4 consecutive rockets from a volley would allow argent ordanance to stay active. This allows you to proc the perc prior to a boss phase, so you can use it for dps as well. Right now the perk will only be active for the first volley. I love the weapon and want it to be more useful than just ad clear.
@@pecador_tor Is it? Even before it got nerfed people found legendaries with decent perks and heartshadow could out damage it. So unless it got buffed after the 20% nerf I highly doubt it.
For winterbite, instead of a shockwave that freezes, it should send a Shockwave that shatters frozen targets, shattering the targets gives the meele a buff, like 10% maybe 15% so it doesnt break the game. Your microcosm catalyst would be perfect to synergize with transcendences.
@@magicoal2201for the causal player base that was nothing. But for more endgame players it was the end of solo witness. No longer can it be soloed sadly and it was one of the pinnacles of endgame content whist it was possible.
@@magicoal2201 was harsh for part of the community it’s just perspective. You may be the part that just throws on a weapon and does mid damage and are completly fine with it. Some like to min max there damage to get the highest possible outcome. The still hunt nerf made hunters go for solo witness to duo now being the hardest.
@adamboy0559 Sure. I still think it's a fair and completely deserved nerf. Still Hunt was broken. It's still really good, no matter what class you're on.
flash counter unironically would be pretty good on Lament, especially sense blocking directly ties into what makes it so good. Also, considering that its a debuff- it SHOULD also be helping teammates with damage
For Deterministic Chaos, perhaps it could get a catalyst to make it Destiny 2's Void Thunderlord (rest in peace Nova Mortis). It already has it's version of the lightning strikes with volatile. Give it a catalyst that makes the weapon's Fire Rate increase as you hold down the trigger and every Volatile Explosion reloads the weapon from reserves. Then we just need a Solar Heavy Machine Gun that causes ignitions (thus stunning unstoppable champs) that ramps up in RPM and reloads with every ignition. Basically a Heavy Ammo Tommy's Matchbook that can cause way more ignitions.
Imo flash counter wouldn't break the Lament, it already looses out (as far as I know) in damage department to Heartshadow, so giving it some more power would certainly make me return to this sword. Also thank you for the shoutout!
I had some ideas for The Last Word, Khvostov, Devil's Ruin, and Parasite. While I think you've got a good idea for the Last Word Catalyst, I've had an idea in my head for a while: Why not just let the gun emulate The First Curse since both guns share the same model, being mirror images of each other? First Curse was effectively a 120 Hand Cannon with some unique benefits. First off, give the gun a larger magazine. I'd say 12 rounds would be more than fair as it's a 225 RPM Hand Cannon with 8 in the magazine. I then have two ways to handle the First Curse idea: 1) While you have full stacks of Fan Fire, hold [Reload] to greatly increase this weapon's Stability, Range, and Damage, and reducing its rate of fire. This benefit ends on reload. 2) Make it similar to Dual-Speed Receiver on SUROS Regime, decreasing its Rate of Fire but increasing Stability, Range, and Damage while ADS. As for Khvostov, Attrition Orbs was 100% what I was thinking, but with something extra tossed in to bring it into a more Prismatic theme, so here goes: I'd call it "The Rounds". While Eyes Up Guardian is active, this weapon changes its damage type every seventh round, starting as Kinetic, then Stasis, Void, Solar, Arc, and Strand. For Devil's Ruin, I agree that that would be fun. You honestly just need to build something that auto-reloads the magazine when you get a kill in Laser Mode. I'd also personally add Successful Warm-up, because getting kills with the Sidearm part would reduce the charge time to 700 for several seconds, allowing the player to potentially go on a thorough rampage. For Parasite, there's a great perk already in the game that I think would be stupid but amazing: Full Court. The weapon already has poor velocity and effective range, so why not capitalize on those long-bomb shots that the weapon can do if given time? It rewards careful placement and good preparation for where a boss will be, and seeing as Solar Holster already does the job you've suggested, why not reward knowledge and game-sense?
I think xenophage needs higher ammo reserves and field prep would do that. But i also feel like it could get incandescent or give it some kind of magoverflowing perk and maybe some kind of targetlock or the ability to scorch by itself so it would cause ignitions on sustained damage or something else that gives it better boss dps
Destruction Instrument: dealing damage with this weapon increases its damage output and blast radius periodically; kills with this weapon instantly give the maximum benefit
My idea for a Conditional Finality catalyst was between having it cause Slow and Scorch to enemies near a Frozen and Ignited target respectively for a period of time. And the second idea was having it where if you Freeze and Ignite an enemy within a short period of time between one another, it will automatically reload from reserves. Edit: Fun Fact! Deterministic Chaos' catalyst actually is FTTC and was made in Season 20 however it hasn't been released yet for some reason.
actually love this video. idk really like more unique options rather than slapping a pre existing perk onto them but its still well thought out, i think increasing reserves and mag size for most weapons would also help exotics feel better overall
Funny thing about devil's ruin. There used to be (or possibly still is) a bug where when you released the trigger at the right moment, it would overflow the mag to 30. Now, you would still only have the laser for 15 rounds, but this made reloading unnecessary. Would be cool if that was instead leaned into the weapon and caused the beam to be twice as long
I like the conditional finality suggestion, i also had an idea for it so that you could hold reload and swap the elements, so you could fire the solar shot first followed by stasis, so you can have that extra flexibility.
I was thinking when I saw a video idea like this on Maven's channel. A good catalyst for Div could also be the longer you hold down the trigger on a single enemy, the greater amount of a damage buff it applies to your allies. It would burn through ammo faster, but it would give more incentive to consistently lay on a target. It could work based on how much ammo is left in the mag or on a stack basis. For every fourth of the mag it gives a 2.5% dmg buff or stacks 2/4/6/8/10% Edit: I think that caty idea for micro is a great idea. Also I didn't see the name of the commentor, but the video idea about reworking already existing catalysts would be great.
Many of these videos are usually a bit much or just too little, but I think you actually cooked with this video, these catalysts do a really good job (for the most part) at bringing up old ones to equivalate with the meta and not be too broken.
Im still upset that khvostov isn't a crafted exotic with multiple perk catalysts like subsistence, kinetic tremors, attrition orbs, or some sort of intrinsic champion stun like anti-barrier, I would literally PAY for them to add anti-barrier to that gun 😂
Only problem is what if your not running prismatic? They really should add transcendence to the other classes even if you can’t get the special grenades on them. It’s technically even in the game but can only be done with the transcendence wells in some final shape missions
Broke the rules, so here’s a Colony rework: Grenades have infinite uptime now. If all enemies in a room are killed spider grenades now circle the user until more enemies are in range. Enemies are not aggroed toward grenade(s), they focus the player. Increased ammo capacity. Increased damage. All hits are now considered direct hits. Grenades cause enemy to become volatile for 3 seconds max 5 seconds. Grenades now prioritize Bosses, Champions, yellow health bars, and shielded enemies (in that order) Also passive Anti-Overload Champions
My suggestions: Chaperone: vorpal or precision instrument, helps more with pve dps and dealing with supers. Divinity: attrition orbs for helping allies with keeping armour buffs active. Devils ruin: either triple tap/fttc or precision instrument, as the laser can ramp up in damage or be extended. Class exotic glaives: needs to be more offence rather than defence. Elemental buffs should be scorch, weaken and blind. Collective obligation: repulser brace, it will be constantly active. Using it for other elements wouldn’t work properly, stasis and arc have 2 buffs, and solar would be 1. Strand is the only other one that would be 3 buffs. Queens breaker: have this and Suros be able to swap fire modes by holding square instead of part of the catalyst. Catalyst can be voltshot for quick firemode, and blinding explosion for slow firemode, or something else for slow firemode. Maybe a version of full court as it has such high range? Salvations grip: slow debuffs on regular shot explosions. Does overload damage and helps with stasis shard generation. Parasite: leaves a pool of damage behind that does more damage per stacks, or picking up orbs goes towards the stacks (2 or 3 stacks per orb). Deterministic chaos: give it repulsor brace as a buff, then for the catalyst, onslaught or killing tally.
Cool ideas but they are all trying to jump the shark in one way or another which is extra spaghetti bungie will have to spend extra time programming The conditional finality catalyst seems like a nightmare esp since they couldnt really do triple damage types without a delay on two tailed fox, its more programming still but maybe an alt fire to change the shot order(?) I think a solid one too would be to add extended slides for stasis kills (like the stasis titan slide) and cure for solar ones Euphony already generates hatchlings every other shot, imo all it needs is to refill the mag on threadling kills (could refund ammo at max stacks) I would love it if wavesplitter had a hybrid effect to prometheus & div where if you held it on a target long enough it would create a rapid damaging aoe (literal void waves) would be sick for volatile builds I dont think Tarrabah should be brought up to the same standard of broken that still hunt is with ravenous beast, esp for pvp. It bites from Red Death but tbh i think all it really needs is heal clip, id even take a nerfed version that only applied cure to the user too I think the Div catty takes away too much from Ceno, already not a ton of reason to run it with mid tier players. I think making the Div bubble bigger and pop for more damage (even more on champs/minibosses too) would be huge for its fun factor I dont hate the Collective Obligation idea but that seems insane to program, I think a simpler but still solid buff would to add fully charge all 3 void debuffs for Void Leech after casting your void super (+thresh for extra super too) Im not huge on snipers meditation for Still Hunt but I think a decent catalyst would instead be to give it air trigger. It's already the defacto witness dps option for most and air trigger makes it way more consistent with the ammo and reload bonuses Worldline just needs tesseract to actually move as fast and as far as eager edge, doesnt actually need eager edge itself. It would be nice if it actually did more damage to non bosses bc its actually really fun to use in low level content 1k is already insane for blueberries, particle deconstruction is way too much for such an easy weapon to use. I think it should get the Eyes of Tomorrow treatment with ammo refunds (def need more than 4 kills tho) and if they figured out a way to make danger zone work on that would be cool too Queenbreaker really shoulda had the hold r to start but i had this extra idea back from d2 launch, it would be neat to see alternate functionality from either side, if one of the modes turned you invis after kills since vandals love being cloaked while the other gave you extra damage after coming out of invis that would be sick af Anarchy hitting with a straight up jolt is too busted with its DoT, maybe when the nades timeout/blow up on their own they could blind so its easier to reapply. If youre running arc with it you should be getting jolt from other sources anyways. Xeno with extra ammo might be too much, reconstruction is probably the right amount of strong for it tho lol Eyes of tomorrow is entirely held back by being too clunky to use, marking 4 targets takes too long when ghorn does it faster. It needs hipfire tracking built in to compete with ghorn being able to room clear with the same ammo in a shorter amount of time (seriously the fire delay takes forever) The autoloading on Parasite is nice qol but Id really like to see worm byproduct buffed, if it had some dr and extension on explosive kills/ammo regen for multikills with it I could see a whole new meta around nightfall speedruns for parasite Someone else had a cool idea for a huge damage buff on the 64th shot of deterministic chaos and i think thats cool or even just target lock tbh. I run a winterbite+karnstein build on stasis lock that does good in master raids/dungeons, its gameplay loop is all invested in having frost armor so I think a good catty would just be giving frost armor stacks for every enemy you freeze with the ball just to kick start that loop and justify running in and meleeing on every class That microcosm catty is fucking disgusting with how much it encroaches on other loadouts. Agers Scepter is completely gone, tommys had the tiniest niche with being able to cause a ton of ignitions with sustained fire w/o artifact perks (actually really good on solar lock w/ 2x resto and dawn chorus), deteministic chaos would never be equipped again (div less common too), it literally covers all 3 champs with radiant (no need for freeze shenanigans). An idea that doesn't destroy every other exotic damage option (imo) would be to have it generate elemental pickups based on your equipped super, more options for something i rarely build into and only really steps on coldhearts toes (which is in another slot). Still loved the vid tho ❤ Thanks for keepin up on these seemingly forgotten parts of the game.❤❤❤ (PS: ive been fucking dying for monte carlo to have a melee version of osmosis/strategist for better build crafting, bungo pls)
I LOVE YOUR IDEA FOR COLLECTIVE OBLIGATION sadly i also know the technicality behind it and becuase of that i know bungie would never do it. the reason is your idea is basically 5 exotics in 1 a better version would be for bungie to make it a sort of community quest to get 1 each week and actually make it hard to find in game rather than just to update the weapon and give it out for free to those who already have it.
That tarrabah catalyst idea is absolutely fantastic, I’ve been wishing since i got it that they just enabled the passive meter buildup in pve only (if bungie can even do that within technical limits)
I think a better catalyst for still hunt is FTTC just so you can fill an entire caydes shot without reloading, with or without nighthawk. It feels especially bad on NH because you get 5/6 shots for caydes but need to reload for the last one.
tbh I have always wanted devils ruin to stack scorch on an enemy the longer the lazer is on them so a full bust would do *just* under and ignition, it's probably my favorite gun in the game
I personally think the Still Hunt catalyst would just be as simple as making the entire rotation possible in a single clip. You are always one shot off from Cayde's Retribution when emptying the mag, so simply adding another shot to the cartridge as a catalyst perk would just generally improve the feeling of the gun on a fight like Witness or Oryx. As much as it would ruin the optimal Still Hunt and Apex Predator combo, I feel like it would overall flow better with the game if the weapon could be used only on its own, and not have a truly oppressive DPS output with the Apex Predator and Solar Holster combo. This, in turn, would also make it more viable for use on Warlock and Titan because it turns the gun into a simple, easy to use rotation for a ranged DPS option for everyone. Rather than it currently being a poor decision because the rotation not only requires a reload, but is also 3 shots for the total Golden Gun damage . The amount of time wasted on the other classes makes the gun a bad choice in general, so a catalyst smoothing out that flow would be good for all classes and not just Hunter.
The only problem I could see is that increasing the mag size would easily turn this into the most busted weapon in pvp. And unfortunately this game ties both systems together. I would want that to but I already be cooking with the last word. It would become a problem fast.
For Last Word, i would add a stacking damage bonus every time you swapped targets, which misses and hitting the same target twice would remove the stacks, like One For All with higher risk and reward For Worldline Zero, i just want ALL attacks to teleport, and for sprinting to build up a charge to make your next attack jolt For Conditional Finality, i'd have it so that shooting while ADS'ing fires both shots simultaneously, remove the ADS movement speed penalty, keep radar up while ADS, but also remove ADS zoom, and for people that wouldn't use this catalyst because it removes the ADS accuracy for the single shots, have it add hipfire accuracy as well (ADS'ing basically makes it DOOM mode)
Tarrabah is one of my favourite weapons and I love it, but the loss of energy is important to stop it being a menace in crucible (which believe me it would be). It's catalyst should be bottomless clip when ravenous beast and I will die on this hill.
Man, I find euphony such a strange weapon for it being the final shape raid exotic. I wonder why they went with a exotic fully built around threadlings, what the thought process behind it was.
The loot for Salvation's Edge is unfinished. Unlike every other raid, the weapon names and flavor text have no cohesive theme and have nothing to do with the raid. Their visual design is built around eyes, which do not feature in the raid or the Witness's aesthetic. They do not have lore tabs. Lore entries are also missing from nearly everything in the raid. The armor is notably very simple compared to prior raid armor. Something went wrong with the loot design in the mess that was TFS's development. Adore the raid, but something went wrong.
It does fit, it’s about the collective coming together for the benefit of the one. This is what we see with the Witness, it’s a singular being that uses the power of the collective to its benefit. Only way they could show this mechanically was with threadlings We see this we other raid weapons as well, conditional is about the joining of Light and Dark, using them both. Collective obligation is about the work that the many put in for a shared goal, this is shown through how it works best when multiple people have void debuffs but also the collective work of each debuff working on one target at the same time.
@@juliangabrielthe eye theme could be to resemble the witness being made of millions of beings now forced together by the darkness. Tbh I love se but I haven’t actually read the raid armour lore
Some people theorize that Euphony and Conditional Finality got swapped during developement. Euphony would make sense as a Raid exotic from an expansion that dropped with Strand and Conditional Finality fits the Prismatic theme so much more.
@@DerultimativeOzzy euthony has the witnesses own hands in its design tho. We hadn’t sent the witness yet with its many hands until tfs shape. Also euphony seems to be made from part of the witness as it flees. I do agree with how you matched the elements tho
Some ideas for catalyst Lament - When you reach critical health, Lament will deal 80% more damage. Sustained damage will extend the buff DC - Volatile on 4th, Weaken on 8th, Suppression on 16th. Damage multiplier is correspondent to the shot.
Make the winter bite idea to have Shadebinders shatter pulse for when the crystal ball explodes. It already freezes everything and then boom, shatter pulse
My idea for collective obligation would be to lean into the “leech” aspect in making it where you can “shoot” allies when void leach is active to give them the three void buffs
My versions. Euphony catalyst. Perfect Orchestra. Having a full fireteam of Euphonies activates (perfect Orchestra). Unloads all reserves in one continuous burst that last until Weapon is empty. audibly hums when active. DIVINITY: catalyst. Detain. Every 100th shot from div makes enemy unable to move or attack for 3 seconds. Also Works in final stand. DEVILS RUIN. Catalyst. Molten beam. Precision damage refunds ammo and increases rpm. Final blows grant radiant. -potential infinite beam for damage. COLLECTIVE OBLIGATION. Catalyst: Nezarecs pain. Activating a leached void debuff grants x3 rpm. While devour is active final blows grant invisibility. This invisibility stays active while firing. Ends when devour does. STILLHUNT. Luck of Ace. Casting Caydes Retribution grants radiant and cure to nearby allies. While radiant your normal still hunt shots apply scorch stacks. ONE THOUSAND VOICES. Catalyst:Twisted wish. Wearing any armor with Ahamkara bone grants twisted wish. 1 ammo last twice as long than normal. Applies significant scorch stacks. Ignitions reloads weapon from reserves. PARASITE. Catalyst: starvation of the worm. Worms hunger now stacks to X30 hits are now 50% more likely to stagger target. DETERMINISTIC CHAOS. Catalyst. Golden age upgrade. Breaking a combatants shield loads an ultra high damage suppressing shot. Long press reload to activate. Shooting a barrier champion’s shield refunds shot. WINTER BITE. Catalyst: a bleak disciple: Shattering a frozen combatant with glaive melee spawns a small bleak watcher. MICROCOSM catalyst: checkmate for flowers. Sustained damage refunds transcendence energy for you and nearby allies. Orbs of power refund a portion of ammo. XENOPHAGE. Catalyst. Slap round Roulette. A random round in the magazine will do massive bonus damage. 100% stagger. Increases handling from 30 to 50 And reload from. 31 to 71. Slight increases to reserves. WISH ENDER Catalyst. Eidos over draw. Precision damage and breaking shields build up a charge of kinetic energy. Long press to activate aX2 damage wall piercing arrow. While this arrow is drawn you receive 0 flinch. Broadhead perk now bleeds targets for 9 seconds after being hit. Over drawn arrow dose critical damage over time bleed. Accuracy stat from 85 to 100. Reload stat from 30 to 88 Draw speed from 820 to 790 Recoil direction from 60 to 92 THE LAST WORD. Catalyst: slick holster. Dodging on Hunter class fires off 3 shots in enemy’s direction. Warlock class ability grants 100 stability and handling and AE for 10 seconds. Titan class ability grants +50 rpm for 6 seconds ads fan fire. Base stats handling from. 40 to 80. Range from 35 to 45 Magazine from 8 to 9 aim assist from 40 to 62
Divinity: rapid hit parasite: dealing damage with other weapons while under the effects of worm byproduct grant stacks of worms hunger and kills grant bonus stacks.
I have this idea for chaperone, while roadborne is active, gain massively increased hip fire accuracy. Would fit the Tex theme of hip firing and be silly for pvp
For Last Word, I would actually give it’s catalyst the effects of The First Curse from D1 where instead of aiming down sights severs its rof but increases its aim down sight damage (like D1 first curse) it halves the ammo count but increases those bullets damage by 30% when aimed down
I feel like giving Parasite a dumbed down version of envious is almost pointless when a solar holster would reload it in most cases before ten kills. I would give it the perk “fruitful tribute” where when gaining 20x stacks would reload the gun and a shot fired with 20x stacks will cause all targets in the vicinity to ignite. I really like it having that fallout 76 “nuclear bomb” fantasy.
Dude! Attrition orbs for Kvostov is something i was saying to my clanmates in discussions about possible catalysts from the very beginning, it's so obvious. I think one day we 100% getting it
For the next video,you should go over the reworks of Catalysts that simply up a stat or reserve. FE: Hard Light should have Anti-Barrier intrinsically & the same element buffs as Borealis
I think a good tarabah catalyst would be to have the ravenous beast meter behave like the hawkmoon stacking catalyst. Gain a bonus to range and stability as you fill the meter. In addition to the meter not depleting on stow. What that would also mean is when you pop the ravenous beast buff, the more it drains, the worse its range and stability get. That would encourage you to time your ravenous beast pops and really lean into the aggressive kill streak play style that the weapon is designed around.
I have a different idea for Last Word. There is an (as far as I know) unused perk in the database called "High Noon" that I would base the catalyst off of. "+4 Magazine" (giving it a total of 12 shots) and "Readying this weapon grants a brief period of bonus precision damage against combatants". I think this would make Last Word a good weapon in both PvP and PvE without making it OP in PvP. Last Word is already a good PvP weapon, So the mag size increase would be more than enough for PvP and would also be a good upgrade in PvE. The "combatants" part of the bonus precision damage refers to PvE enemies only. It would also pair beautifully with Lucky Pants.
Deterministic Chaos having 4th times the charm doesnt sound so bad but i have a very different idea. I wish to explain it detail, but ill just do a TLDR. Weaken gets stronger each time it is applied within the magazine at 15% for 1, 25% for 2 and 30% for 3. It will work something like Target Lock but instead of a ramping damage buff, it is a ramping debuff. After hitting 3 stacks, the debuff last for 11 sec(6 sec also sounds viable) and each subsequent weaken resets the timer for the debuff. This is just an idea. But im pretty sure itll be OP if it can stack with Tractor/Tether so just make it a debuff as supposed to a unique debuff.
Fourth times on deterministic chaos is a pretty good idea. As for a buff it could use, I think changing the mag size to 128 and increasing the reserves could be enough. It would essentially turn the gun into a heavy, void version of divinity that synergizes with titans (controlled demo + war rig).
My personal list: Wish-Ender - The Bigger They Are: deals increased damage to enemies of higher tiers. Precision hits increase draw speed and increase reload speed. Chaperone - Threat Remover and Threat Detector Last Word - High Noon: This weapon deals increased damage and has additional range after drawing the weapon for a short duration (3 seconds) Wavesplitter - Sonic Weakening: the highest damage level now applies Weaken to targets. Collective Obligation - All Together Now: Applying multiple Void debuffs to a target increases this weapon’s damage, range, and handling for a moderate duration. Still Hunt - Hunter’s Arsenal: dealing precision damage with the Super Shot reloads equipped weapons and increases their damage for a short duration. Truth - Bullseye: Rockets increase in damage and blast radius the further the fly before detonating and overflows the magazine dependent on how many enemies are killed. Deterministic Chaos - Chaotic Exchanger: Applying void debuffs with this weapon grant the wielder a Void overshield and partially reloads the magazine every application of a debuff occurs. Winterbite - Chilling Finish: Dealing melee damage with the glaive increases the damage of the next projectile fired. Microcosm - The Light Provides: Hold (Reload) to begin draining your Transcendence meter, increasing the damage of Microcosm, increasing ability regeneration speed, and providing an overshield that regenerates over time.
I feel that decreasing the draw time for Wish Ender sort of goes against the weapons flavour, it’s whole deal is that it charges slower and hits harder than a regular bow. So I feel if anything its damage should be what is increased by its catalyst, make it harder hitting rather than faster firing. The whole deal with Wish Ender is that it’s supposed to be a dragon killing weapon, so I feel that Vorpal Weapon would be a great perk for it. Lean into its massive damage with an intrinsic 20% boost against high tier enemies, would make it great for any champions and a decent choice for last resort DPS.
microcosm being one of the best if not even THE best option to farm transcendence, you would need to somehow prevent it from filling up the transcendence meter while that perk is active, otherwise you could constantly have it active and thus might aswell just give it a straight up damage buff
I strongly believe The Last Word should get cascade point. Its already a beast in pvp and really needs something to give it pve use outside of lucky pants. Plus i just think itd be funny af to whip it out and dump all 8 rounds in 1.5 seconds.
I would absolutely love for 1k to have Particle Deconstruct, since it would basically just turn it into the "Gjallahorn" of Fusions / Linears in Fireteam settings.
Please do more armchair dev content im not being a a hole or being sarcastic i love brain storming ideas but everytime i post on reddit i get called a armchair dev which i dont see to be a bad thing at all as bungie has literally taken my direct ideas from some posts that actually went viral. so please do more im subbing.
Make salvations grip more like a stasis thunderlord, buff up the ammo per drop/capacity and give it the option to shoot it more like a traditional full auto heavy gl (maybe a bit slower) but with fully charged shots
My idea for conditional finality catalyst was to embrace the doom reference and give it a strand grappling hook on the gun itself so you can pull yourself towards enemies. You could combine it with your idea to fire both shots at once while grappling
Would love that Terrabah rework and catalyst, I feel like they could reword the damage in pvp to be similar to current master of arms so it isn’t too overpowered but otherwise this would be a great update for it
deterministic chaos catalyst: applies tractor debuff for as long as u sustain fire that would give an option to tractor a raid boss that’s far away and would lean into its weaken theme. would actually make it a must for raids
I had the same idea as a lot of these so it’s cool to see someone make a video about this topic and some of these I would’ve never thought of, like the collective and microcosm ones, that was awesome
I've been saying that Khvostov catalyst should be the chain shots targeting orbs when eyes up isn't active. Automatic refresh immediately without needing to aim off target.
While I do like your Microcosm catty idea, I think it would be better balance if it just applied the effect matching your super (Paracausal Affinity is a super based perk, after all). Another idea I have had for a Microcosm catty is Disruption Break (breaking a shield makes said target take more kinetic dmg). As Microcosm is the first heavy slot kinetic weapon, and its whole thing is anti-shield, this could be pretty neat to see
Honestly deterministic chaos with something like onslaught or cascade point plus a rework towards it making it function similar to collective obligation where if you hit a target affected by void rebuffed targets it reloads the magazine and gets a stability/recoil buff from doing so
for collective obligation, just give it permeability. include all that you said with the subclass debuffs but on using class ability, it’ll switch accordingly
I feel collective doesn’t need to work with every element, of the darkness exotics from raids we’re just missing an arc/stasis one. I’d rather see them come later down the line. Having Collective do everything would probs make it a bit much especially on subclasses with weirder debuffs (like shatter, ignition, suspend). Giving in repulsor brace would be better imo, it’s already pretty good when you build into to (especially on prismatic warlock/titan as they can get all 3 debuffs with 2 fragments) which is the point. Having it remove part of the building would be better. So my suggestion is the following, repulsor brace as then you don’t need to get a void buff to reload it. Additionally when you get a void debuff there’s a chance it auto generates another one that you’re missing.
My Idea for collective abligation would be to have it deal more damage the more void debuffs are on the target. Also for conditional finality, hold reload to swap it from stasis and solar to strand and void. The strand shot applies unravle while the void shot applies weaken.
If parasite could get a single existing perk added to it as a catalyst I think Danger Zone would be a very nice touch, can't count how many times I've blown myself up with this thing not realizing I had 20 stacks of Worm's Hunger and firing it a little too close to an enemy
Ive had some thoughts about a couple of the exotics in the video, namely: Last word: make ads-ing function like the exotic first curse from d1. It would be hard to pull of but cool to have 2 exotics in 1 Khvostov: kinetic tremors i thing would add to its adclear role more than attrition orbs Euphony: precision instrument and autoloading holster to increase its damage a bit and improve potential in damage rotations Divinity: attrition orbs would even further increase its potential as a support weapon Parasite: personally autoloading just makes the most sense to me, since holster mods take away a surge mod which makes them a bit worse that autoloading. Another thing could be a way to get just a small number of worms hunger stacks without specifically kills, maybe precision hits or ability hits or something
I have a few ideas for weapons that already have catalysts. Hard light: Breaking a correctly matched elemental shield now refills the mag to 200% capacity and increases RoF by 50% for 8s. MIDA: Hitting a champion with this gun grants it the corresponding champion stun for 10s. Stunning a champion refills the mag of it and mida mini tool, and grants mini tool 400% more damage to champions for 10s. Arbalest: Reverted damage nerf. Breaking a shield increases damage by 30% and reduces charge time by 30% for 6s. Fighting lion: Massively increased damage to minor enemies. Symmetry: Revolution mode now stuns unstoppable champions (again). Increased revolution mode damage in PvE, and swapping modes jolts and amplifies in a radius proportional to the number of stacks (1m per stack) Prospector: Rewind rounds + chain reaction. 1KV: Killing enemies with the gun increases the duration of the next burst, up to 100% longer Parasite: Autoloading holster (holster mods already work, this is basically just QoL) Heir apparent: After getting 3 kills, hold reload to launch a missile barrage. Truth: Significantly increased tracking strength, and firing grants allies tracking to non-exotic rocket launchers for 10s.
I feel as if conditional finality should just be like how you suggested, but instead: "While transcendence, you fire a shot that is 2 ammo per shot, and has both solar and stasis as one" instead of a hold reload function.
I think Deterministic Chaos would be fun if they leaned into the 4th/16th bullet mechanic by giving it 64 in the mag and having the 64th bullet deal massive damage. Also maybe add some forgiveness by allowing short interruptions in the firing sequence to keep the counter.
I feel like that fits the theme too like at the end of the rhythm the beat drops
They should also make it so you don’t have to hold down the trigger the whole time and the 64th bullet also suppresses because why not
at 32, hold reload, fire massive dubstep beam
i feel there should be 0 forgiveness considering it's a music type of weapon
I think they should make it into a Void Thunderlord (rest in peace Nova Mortis). Make the RPM ramp up as you hold down the trigger and have the volatile explosions reload the weapon
I've always had an idea for a Divinity catalyst that would fit PERFECTLY with the gameplay of it.
Verdict: A portion of weapon damage done to Judgement's cage is stored. When Penance activates, all stored damage is added to the burst, and now deals damage to nearby targets. (Around 10%-15% of any weapon damage is stored, when dealing damage to the Judgement field, with Divinity damage storing 200% of the damage as a hidden effect. If the Judgement cage goes away due to the target dying, or you stop shooting for long enough, all the stored damage is removed.)
Sounds fun haha
That's genius, from a div user
1:35 So if you didn't know, the hip-fire grip built into Last Word is NOT the same as the legendary perk version. It's actually less powerful on Last Word. Consequently, I'm not sure Bungo would want to lean into Offhand Strike on top of what it already has, but hey, now you know.
I didn't know that, thank you!
Euphony already has hatchling built in. Any precision kill spawns a single threadling.
Euphony is mid, I was so hyped about it, finally dropped for me couple of weeks ago, made a prismatic hatchling build, played for some time then vaulted it. Hatchling themselves are somewhat weak
@@ryzesupremus611its amazing for warlocks.
@@ryzesupremus611If you swap to Strand, and put on Swarmers, the Threadlings spawned by Euphony will gain the unraveling bonus from Swarmers, making it the best combo. Also, if you use Mindspun and Weavers, I promise, the experience will be 10000% better, as you will have Euphony's trait up almost constantly.
@@ryzesupremus611farm a ros arago with permeability and onslaught or any strand machine gun with demo. Exotic class item with starfire protocol. Devour and Weavers call. Place emp rift with ros arago out. Keep throwing threadling nades and slay with ros or mg. You’ll find that when a beefy target comes out, you will have max euphony stacks and will shred through anything.
With weavers call, any strand kill has a chance to create a threadling. Best mg is the Suros one with demo and onslaught: melts ads gives mega grenade energy. Every 3 kills is a nade since demo 10%, devour 15-26?%, starfire 20%. You literally never have to think about building euphony stacks with the sheer number of threadlings thrown. Clears rooms with ease
Next video should be catalyst you like to rework like the sun shot catalyst because it’s only a stat increase for example
Maybe not sunshot cause it's already a peak weapon as is 😅
@@LittleCrowYT for real it's one of the best guns in the game currently at least for ad clearing.
Vigilance wing needs a new catalyst seriously
I think that borealis should be reworked to be intrinsic anti-barrier and then every time trigger ionic return, the next shot will apply a subclass debuff depending on the element, so like Jolt for Arc, Suppress for Void, and Ignite for Solar, i feel like itd make it a bit more versatile as a support weapon
I agree, guns like borealis and prospector need good catalysts
I have a couple ideas
For Queenbreaker, the long range scope should grant Box Breathing and the short range scope should grant No Distractions.
For Deterministic Chaos, defeating Void debuffed targets reduces the debuffing conditions by half. So instead of firing 4 and 16 rounds for Volatile and Weaken, you'd only need to fire 2 and 8 rounds, for ammo conservation and faster debuffing.
For Parasite, defeating Hive with precision damage allows you to pick up the worms they drop when they die, which auto reloads the weapon with a full x20 of Worm's Hunger. Niche, I know, but a powerful niche in my opinion.
Those are my ideas
The Parasite idea is wiiild af bro and mad fun😭
Would be lowkey very efficient to use on Hive content
@@Sohelanthropus gotd first boss be like
I definitely like the parasite idea, though maybe not a full 20x, but instead it could scale up depending on what rank of enemy it is, red bars would grant 5 stacks, then orange bars 10 stacks? and maybe if its a champion hive, it could give the full 20, plus a single shot
The main reason Tarrabah loses charge on weapon stow is because of PvP honestly.
they should jus change that to only be in PVP
could be chaged to gradually lose charge istead if all of it after switchig
@semajgraham5849 yes that's true, but that would make it difficult to do, splitting a weapons main ability to function in pve but not pvp. Not disagreeing with because I love tarrabah and use it every so often. I wish it didn't lose it's charge. It makes the weapon pretty obsolete compared to other exotic primary weapons
@isitreallyyouuuuuu I think a better way to do it would be to have it drain charge to a certain percentage depending on how much charge you had. Like, stowing at over 75% charge will put you back at 33% (or one third), swapping off from 50-75% will drop you down to 20% charge, and so on. Cause then instead of having to tweak the rate of drainage for the meter, it's a set, known quantity and would encourage you to play around it. For example, if you're in between the second and third divider on the bar, before stowing the weapon, you might dump off a little extra of your mag to get past that 75% line so you will retain more charge when you swap back. Part of the skill of using the weapon would be knowing when you can put a few more shots in and when you need to swap NOW.
Also, I think the meter should provide some stat bonuses the more you fill it. Like cranial spike and paracausal charge. Give it a scaling range and stability bonus that corresponds to how much you have charged the weapon. That way, you can bake in some bonuses that you still have to earn but don't need to get a kill for AND it provides a tradeoff for popping ravenous beast. Plus, I think it'd be interesting to play with ravenous beast that way cause you'd have to play more and more aggressive and close quarters the closer it gets to running out. As opposed to just being a death beam for 6 seconds. If they made those changes to tarabah I'd honestly consider maining it. Cause I know it wouldn't be the BEST weapon over stuff like Khvostov, Elsie's, rose, igneous, etc, but it'd have a win condition and there'd be more thought into using it as opposed to paranoia and playing cautious cause you don't want to have to pull out your special weapon.
Shout out to Maven and thanks for your ideas too
Yeah she did this before
Yeah naming her would be fairer, he has to have got the idea from her since she uploaded the video before him, not doing it seems a little nasty (some ideas were similar as well). Taking inspiration is not bad but the source should be mentioned brother llama
My least favourite thing about any exotic without a catalyst is the lack of gold border.
I think if parasite got full court, that either has a higher ceiling for damage but longer scale time, or just a shorter scale time with the same damage increase as the base perk, that’d be so fun
to be honest full court is insane considerign the crazy plays people make with parasite by launching it into the air
in my opinion, microcosm's catalyst should make it intrinsically anti barrier, it's whole shtick is that it's strong against shields.
Nah. Definitely rewind rounds
@@Neji1984on a heavy? that's insane lol you'd never run out of ammo
@@pecador_tor I mean Warlocks are currently doing something similar but it's not super op. It's increase sustained dps and maybe help with total on shorter boss phases but overall wouldn't be op.
meanwhile prospector's lore:
"Some things should stay buried."
Prospector could be a powerful exotic if Bungie increased its damage based on the amount of grenades stacked on the target. That way Prospector could potentially be a burst DPS king.
They could further improve the weapon by allowing stacked grenades to inflict both blind and scorch.
Info came out about the exotic reworks a few days ago. While Tarrabah isn't getting the scorch generation we wanted, it IS getting a Solar resist effect when Ravenous Beast is active (50% in PvE!).
Yeah I saw that, I'll take it to be honest! That plus the Peacekeepers rework sounds fun AF
8:25 I really like the idea you gave for salvation's grip, I also think a more simple change that's fitting of it's current state would be to change the uncharged gl shots meant to shatter the crystals you make into wave frame shots
3:09 honestly, hatchling would be kinda lame as a euphony catalyst. I don’t think one extra threading per kill is really gonna move the needle with it. Instead, let’s push into the boss dps side of the gun by making threading damage partially reload the magazine (or regenerate ammo if we’re feeling frisky)
My idea for eyes of tomorrow catalyst was always landing 4 consecutive rockets from a volley would allow argent ordanance to stay active. This allows you to proc the perc prior to a boss phase, so you can use it for dps as well. Right now the perk will only be active for the first volley. I love the weapon and want it to be more useful than just ad clear.
Devil’s Ruin = Ion in Titanfall Frontier Defense? Yes PLEASE
lament just needs its healing to be changed to x2 or x3 cure.
and reset restoration timer on light attacks, and apply restoration on heavy
Doesn't really fix it being bottom of the barrel for damage.
@@wintereclipse3263 it's literally #2 on consistent damage, all the legendaries have some odd things to activate the damage
@@pecador_tor Is it? Even before it got nerfed people found legendaries with decent perks and heartshadow could out damage it. So unless it got buffed after the 20% nerf I highly doubt it.
Not suggesting full court for truth is criminal. Making the rockets do loops in d1 was its best feature
For winterbite, instead of a shockwave that freezes, it should send a Shockwave that shatters frozen targets, shattering the targets gives the meele a buff, like 10% maybe 15% so it doesnt break the game.
Your microcosm catalyst would be perfect to synergize with transcendences.
saying the still hunt nerfs were harsh is really funny considering the gun is easily still the best dps option for hunters
Yeah, wasn't it literally just a 25% nerf to the celestial shot too?
@@magicoal2201for the causal player base that was nothing. But for more endgame players it was the end of solo witness. No longer can it be soloed sadly and it was one of the pinnacles of endgame content whist it was possible.
@@adamboy0559 Still wouldn't call it harsh
@@magicoal2201 was harsh for part of the community it’s just perspective. You may be the part that just throws on a weapon and does mid damage and are completly fine with it. Some like to min max there damage to get the highest possible outcome. The still hunt nerf made hunters go for solo witness to duo now being the hardest.
@adamboy0559 Sure. I still think it's a fair and completely deserved nerf. Still Hunt was broken. It's still really good, no matter what class you're on.
flash counter unironically would be pretty good on Lament, especially sense blocking directly ties into what makes it so good. Also, considering that its a debuff- it SHOULD also be helping teammates with damage
Yes, please. We need a cat for every exo. But it will never happen.
would love to see those ideas ingame, it makes alot of old exotics viable again
For Deterministic Chaos, perhaps it could get a catalyst to make it Destiny 2's Void Thunderlord (rest in peace Nova Mortis).
It already has it's version of the lightning strikes with volatile. Give it a catalyst that makes the weapon's Fire Rate increase as you hold down the trigger and every Volatile Explosion reloads the weapon from reserves.
Then we just need a Solar Heavy Machine Gun that causes ignitions (thus stunning unstoppable champs) that ramps up in RPM and reloads with every ignition.
Basically a Heavy Ammo Tommy's Matchbook that can cause way more ignitions.
Imo flash counter wouldn't break the Lament, it already looses out (as far as I know) in damage department to Heartshadow, so giving it some more power would certainly make me return to this sword. Also thank you for the shoutout!
my goat
I had some ideas for The Last Word, Khvostov, Devil's Ruin, and Parasite.
While I think you've got a good idea for the Last Word Catalyst, I've had an idea in my head for a while: Why not just let the gun emulate The First Curse since both guns share the same model, being mirror images of each other? First Curse was effectively a 120 Hand Cannon with some unique benefits.
First off, give the gun a larger magazine. I'd say 12 rounds would be more than fair as it's a 225 RPM Hand Cannon with 8 in the magazine. I then have two ways to handle the First Curse idea:
1) While you have full stacks of Fan Fire, hold [Reload] to greatly increase this weapon's Stability, Range, and Damage, and reducing its rate of fire. This benefit ends on reload.
2) Make it similar to Dual-Speed Receiver on SUROS Regime, decreasing its Rate of Fire but increasing Stability, Range, and Damage while ADS.
As for Khvostov, Attrition Orbs was 100% what I was thinking, but with something extra tossed in to bring it into a more Prismatic theme, so here goes: I'd call it "The Rounds". While Eyes Up Guardian is active, this weapon changes its damage type every seventh round, starting as Kinetic, then Stasis, Void, Solar, Arc, and Strand.
For Devil's Ruin, I agree that that would be fun. You honestly just need to build something that auto-reloads the magazine when you get a kill in Laser Mode. I'd also personally add Successful Warm-up, because getting kills with the Sidearm part would reduce the charge time to 700 for several seconds, allowing the player to potentially go on a thorough rampage.
For Parasite, there's a great perk already in the game that I think would be stupid but amazing: Full Court. The weapon already has poor velocity and effective range, so why not capitalize on those long-bomb shots that the weapon can do if given time? It rewards careful placement and good preparation for where a boss will be, and seeing as Solar Holster already does the job you've suggested, why not reward knowledge and game-sense?
I think xenophage needs higher ammo reserves and field prep would do that. But i also feel like it could get incandescent or give it some kind of magoverflowing perk and maybe some kind of targetlock or the ability to scorch by itself so it would cause ignitions on sustained damage or something else that gives it better boss dps
Destruction Instrument: dealing damage with this weapon increases its damage output and blast radius periodically; kills with this weapon instantly give the maximum benefit
My idea for a Conditional Finality catalyst was between having it cause Slow and Scorch to enemies near a Frozen and Ignited target respectively for a period of time. And the second idea was having it where if you Freeze and Ignite an enemy within a short period of time between one another, it will automatically reload from reserves.
Edit: Fun Fact! Deterministic Chaos' catalyst actually is FTTC and was made in Season 20 however it hasn't been released yet for some reason.
5:10 The devils ruin catalyst could just be an improved Subsitance
actually love this video. idk really like more unique options rather than slapping a pre existing perk onto them but its still well thought out, i think increasing reserves and mag size for most weapons would also help exotics feel better overall
Funny thing about devil's ruin. There used to be (or possibly still is) a bug where when you released the trigger at the right moment, it would overflow the mag to 30. Now, you would still only have the laser for 15 rounds, but this made reloading unnecessary. Would be cool if that was instead leaned into the weapon and caused the beam to be twice as long
I like the conditional finality suggestion, i also had an idea for it so that you could hold reload and swap the elements, so you could fire the solar shot first followed by stasis, so you can have that extra flexibility.
I was thinking when I saw a video idea like this on Maven's channel. A good catalyst for Div could also be the longer you hold down the trigger on a single enemy, the greater amount of a damage buff it applies to your allies. It would burn through ammo faster, but it would give more incentive to consistently lay on a target. It could work based on how much ammo is left in the mag or on a stack basis. For every fourth of the mag it gives a 2.5% dmg buff or stacks 2/4/6/8/10%
Edit: I think that caty idea for micro is a great idea.
Also I didn't see the name of the commentor, but the video idea about reworking already existing catalysts would be great.
I dont know how broken this would be but, I would have Last Words catalyst just turn it into First Curse from D1 when ADS'ing
I really like the 1K idea. My personal idea for 1K was Controlled burst + Max ammo capacity like Levi's catalyst does.
Many of these videos are usually a bit much or just too little, but I think you actually cooked with this video, these catalysts do a really good job (for the most part) at bringing up old ones to equivalate with the meta and not be too broken.
I would still love to either have a deadeye feature for last word or dual wield. Both being game breaking in concept, but fun ideas
Im still upset that khvostov isn't a crafted exotic with multiple perk catalysts like subsistence, kinetic tremors, attrition orbs, or some sort of intrinsic champion stun like anti-barrier, I would literally PAY for them to add anti-barrier to that gun 😂
If you keep restarting the video quickly, Llama is just really excited to talk about eggs.
You were absolutely cooking with the microcosm catalyst idea
Thanks haha yeah was proud of that one lmao
Only problem is what if your not running prismatic? They really should add transcendence to the other classes even if you can’t get the special grenades on them. It’s technically even in the game but can only be done with the transcendence wells in some final shape missions
Broke the rules, so here’s a Colony rework:
Grenades have infinite uptime now.
If all enemies in a room are killed spider grenades now circle the user until more enemies are in range.
Enemies are not aggroed toward grenade(s), they focus the player.
Increased ammo capacity.
Increased damage.
All hits are now considered direct hits.
Grenades cause enemy to become volatile for 3 seconds max 5 seconds.
Grenades now prioritize Bosses, Champions, yellow health bars, and shielded enemies (in that order)
Also passive Anti-Overload Champions
THANK YOU, SOMEONE ELSE WITH THE SAME IDEA FOR SALVATIONS GRIP
My suggestions:
Chaperone: vorpal or precision instrument, helps more with pve dps and dealing with supers.
Divinity: attrition orbs for helping allies with keeping armour buffs active.
Devils ruin: either triple tap/fttc or precision instrument, as the laser can ramp up in damage or be extended.
Class exotic glaives: needs to be more offence rather than defence. Elemental buffs should be scorch, weaken and blind.
Collective obligation: repulser brace, it will be constantly active. Using it for other elements wouldn’t work properly, stasis and arc have 2 buffs, and solar would be 1. Strand is the only other one that would be 3 buffs.
Queens breaker: have this and Suros be able to swap fire modes by holding square instead of part of the catalyst. Catalyst can be voltshot for quick firemode, and blinding explosion for slow firemode, or something else for slow firemode. Maybe a version of full court as it has such high range?
Salvations grip: slow debuffs on regular shot explosions. Does overload damage and helps with stasis shard generation.
Parasite: leaves a pool of damage behind that does more damage per stacks, or picking up orbs goes towards the stacks (2 or 3 stacks per orb).
Deterministic chaos: give it repulsor brace as a buff, then for the catalyst, onslaught or killing tally.
Cool ideas but they are all trying to jump the shark in one way or another which is extra spaghetti bungie will have to spend extra time programming
The conditional finality catalyst seems like a nightmare esp since they couldnt really do triple damage types without a delay on two tailed fox, its more programming still but maybe an alt fire to change the shot order(?) I think a solid one too would be to add extended slides for stasis kills (like the stasis titan slide) and cure for solar ones
Euphony already generates hatchlings every other shot, imo all it needs is to refill the mag on threadling kills (could refund ammo at max stacks)
I would love it if wavesplitter had a hybrid effect to prometheus & div where if you held it on a target long enough it would create a rapid damaging aoe (literal void waves) would be sick for volatile builds
I dont think Tarrabah should be brought up to the same standard of broken that still hunt is with ravenous beast, esp for pvp. It bites from Red Death but tbh i think all it really needs is heal clip, id even take a nerfed version that only applied cure to the user too
I think the Div catty takes away too much from Ceno, already not a ton of reason to run it with mid tier players. I think making the Div bubble bigger and pop for more damage (even more on champs/minibosses too) would be huge for its fun factor
I dont hate the Collective Obligation idea but that seems insane to program, I think a simpler but still solid buff would to add fully charge all 3 void debuffs for Void Leech after casting your void super (+thresh for extra super too)
Im not huge on snipers meditation for Still Hunt but I think a decent catalyst would instead be to give it air trigger. It's already the defacto witness dps option for most and air trigger makes it way more consistent with the ammo and reload bonuses
Worldline just needs tesseract to actually move as fast and as far as eager edge, doesnt actually need eager edge itself. It would be nice if it actually did more damage to non bosses bc its actually really fun to use in low level content
1k is already insane for blueberries, particle deconstruction is way too much for such an easy weapon to use. I think it should get the Eyes of Tomorrow treatment with ammo refunds (def need more than 4 kills tho) and if they figured out a way to make danger zone work on that would be cool too
Queenbreaker really shoulda had the hold r to start but i had this extra idea back from d2 launch, it would be neat to see alternate functionality from either side, if one of the modes turned you invis after kills since vandals love being cloaked while the other gave you extra damage after coming out of invis that would be sick af
Anarchy hitting with a straight up jolt is too busted with its DoT, maybe when the nades timeout/blow up on their own they could blind so its easier to reapply. If youre running arc with it you should be getting jolt from other sources anyways.
Xeno with extra ammo might be too much, reconstruction is probably the right amount of strong for it tho lol
Eyes of tomorrow is entirely held back by being too clunky to use, marking 4 targets takes too long when ghorn does it faster. It needs hipfire tracking built in to compete with ghorn being able to room clear with the same ammo in a shorter amount of time (seriously the fire delay takes forever)
The autoloading on Parasite is nice qol but Id really like to see worm byproduct buffed, if it had some dr and extension on explosive kills/ammo regen for multikills with it I could see a whole new meta around nightfall speedruns for parasite
Someone else had a cool idea for a huge damage buff on the 64th shot of deterministic chaos and i think thats cool or even just target lock tbh.
I run a winterbite+karnstein build on stasis lock that does good in master raids/dungeons, its gameplay loop is all invested in having frost armor so I think a good catty would just be giving frost armor stacks for every enemy you freeze with the ball just to kick start that loop and justify running in and meleeing on every class
That microcosm catty is fucking disgusting with how much it encroaches on other loadouts. Agers Scepter is completely gone, tommys had the tiniest niche with being able to cause a ton of ignitions with sustained fire w/o artifact perks (actually really good on solar lock w/ 2x resto and dawn chorus), deteministic chaos would never be equipped again (div less common too), it literally covers all 3 champs with radiant (no need for freeze shenanigans). An idea that doesn't destroy every other exotic damage option (imo) would be to have it generate elemental pickups based on your equipped super, more options for something i rarely build into and only really steps on coldhearts toes (which is in another slot).
Still loved the vid tho ❤
Thanks for keepin up on these seemingly forgotten parts of the game.❤❤❤
(PS: ive been fucking dying for monte carlo to have a melee version of osmosis/strategist for better build crafting, bungo pls)
I LOVE YOUR IDEA FOR COLLECTIVE OBLIGATION sadly i also know the technicality behind it and becuase of that i know bungie would never do it. the reason is your idea is basically 5 exotics in 1 a better version would be for bungie to make it a sort of community quest to get 1 each week and actually make it hard to find in game rather than just to update the weapon and give it out for free to those who already have it.
That tarrabah catalyst idea is absolutely fantastic, I’ve been wishing since i got it that they just enabled the passive meter buildup in pve only (if bungie can even do that within technical limits)
I think a better catalyst for still hunt is FTTC just so you can fill an entire caydes shot without reloading, with or without nighthawk. It feels especially bad on NH because you get 5/6 shots for caydes but need to reload for the last one.
True yeah that sounds good as well!
tbh I have always wanted devils ruin to stack scorch on an enemy the longer the lazer is on them so a full bust would do *just* under and ignition, it's probably my favorite gun in the game
I personally think the Still Hunt catalyst would just be as simple as making the entire rotation possible in a single clip. You are always one shot off from Cayde's Retribution when emptying the mag, so simply adding another shot to the cartridge as a catalyst perk would just generally improve the feeling of the gun on a fight like Witness or Oryx.
As much as it would ruin the optimal Still Hunt and Apex Predator combo, I feel like it would overall flow better with the game if the weapon could be used only on its own, and not have a truly oppressive DPS output with the Apex Predator and Solar Holster combo. This, in turn, would also make it more viable for use on Warlock and Titan because it turns the gun into a simple, easy to use rotation for a ranged DPS option for everyone. Rather than it currently being a poor decision because the rotation not only requires a reload, but is also 3 shots for the total Golden Gun damage . The amount of time wasted on the other classes makes the gun a bad choice in general, so a catalyst smoothing out that flow would be good for all classes and not just Hunter.
The Last Word already has hip fire perks. A better caty would be to increase mag size by 4. This could pair well with luck pants in pve.
The only problem I could see is that increasing the mag size would easily turn this into the most busted weapon in pvp. And unfortunately this game ties both systems together. I would want that to but I already be cooking with the last word. It would become a problem fast.
For Last Word, i would add a stacking damage bonus every time you swapped targets, which misses and hitting the same target twice would remove the stacks, like One For All with higher risk and reward
For Worldline Zero, i just want ALL attacks to teleport, and for sprinting to build up a charge to make your next attack jolt
For Conditional Finality, i'd have it so that shooting while ADS'ing fires both shots simultaneously, remove the ADS movement speed penalty, keep radar up while ADS, but also remove ADS zoom, and for people that wouldn't use this catalyst because it removes the ADS accuracy for the single shots, have it add hipfire accuracy as well (ADS'ing basically makes it DOOM mode)
@@madlyjumpingexo bruh
i wanna clarify for Last Word, hitting the same target twice /in a row/ and missing removes stacks
Tarrabah is one of my favourite weapons and I love it, but the loss of energy is important to stop it being a menace in crucible (which believe me it would be).
It's catalyst should be bottomless clip when ravenous beast and I will die on this hill.
Man, I find euphony such a strange weapon for it being the final shape raid exotic. I wonder why they went with a exotic fully built around threadlings, what the thought process behind it was.
The loot for Salvation's Edge is unfinished. Unlike every other raid, the weapon names and flavor text have no cohesive theme and have nothing to do with the raid. Their visual design is built around eyes, which do not feature in the raid or the Witness's aesthetic. They do not have lore tabs. Lore entries are also missing from nearly everything in the raid. The armor is notably very simple compared to prior raid armor.
Something went wrong with the loot design in the mess that was TFS's development. Adore the raid, but something went wrong.
It does fit, it’s about the collective coming together for the benefit of the one.
This is what we see with the Witness, it’s a singular being that uses the power of the collective to its benefit.
Only way they could show this mechanically was with threadlings
We see this we other raid weapons as well, conditional is about the joining of Light and Dark, using them both. Collective obligation is about the work that the many put in for a shared goal, this is shown through how it works best when multiple people have void debuffs but also the collective work of each debuff working on one target at the same time.
@@juliangabrielthe eye theme could be to resemble the witness being made of millions of beings now forced together by the darkness. Tbh I love se but I haven’t actually read the raid armour lore
Some people theorize that Euphony and Conditional Finality got swapped during developement. Euphony would make sense as a Raid exotic from an expansion that dropped with Strand and Conditional Finality fits the Prismatic theme so much more.
@@DerultimativeOzzy euthony has the witnesses own hands in its design tho. We hadn’t sent the witness yet with its many hands until tfs shape. Also euphony seems to be made from part of the witness as it flees. I do agree with how you matched the elements tho
Some ideas for catalyst
Lament - When you reach critical health, Lament will deal 80% more damage. Sustained damage will extend the buff
DC - Volatile on 4th, Weaken on 8th, Suppression on 16th. Damage multiplier is correspondent to the shot.
Make the winter bite idea to have Shadebinders shatter pulse for when the crystal ball explodes. It already freezes everything and then boom, shatter pulse
My idea for collective obligation would be to lean into the “leech” aspect in making it where you can “shoot” allies when void leach is active to give them the three void buffs
My versions.
Euphony catalyst. Perfect Orchestra. Having a full fireteam of Euphonies activates (perfect Orchestra). Unloads all reserves in one continuous burst that last until Weapon is empty. audibly hums when active.
DIVINITY: catalyst. Detain. Every 100th shot from div makes enemy unable to move or attack for 3 seconds. Also Works in final stand.
DEVILS RUIN. Catalyst. Molten beam. Precision damage refunds ammo and increases rpm. Final blows grant radiant. -potential infinite beam for damage.
COLLECTIVE OBLIGATION. Catalyst: Nezarecs pain.
Activating a leached void debuff grants x3 rpm. While devour is active final blows grant invisibility. This invisibility stays active while firing. Ends when devour does.
STILLHUNT. Luck of Ace. Casting Caydes Retribution grants radiant and cure to nearby allies. While radiant your normal still hunt shots apply scorch stacks.
ONE THOUSAND VOICES. Catalyst:Twisted wish. Wearing any armor with Ahamkara bone grants twisted wish. 1 ammo last twice as long than normal. Applies significant scorch stacks. Ignitions reloads weapon from reserves.
PARASITE. Catalyst: starvation of the worm. Worms hunger now stacks to X30 hits are now 50% more likely to stagger target.
DETERMINISTIC CHAOS. Catalyst. Golden age upgrade. Breaking a combatants shield loads an ultra high damage suppressing shot. Long press reload to activate. Shooting a barrier champion’s shield refunds shot.
WINTER BITE. Catalyst: a bleak disciple: Shattering a frozen combatant with glaive melee spawns a small bleak watcher.
MICROCOSM catalyst: checkmate for flowers. Sustained damage refunds transcendence energy for you and nearby allies. Orbs of power refund a portion of ammo.
XENOPHAGE. Catalyst. Slap round Roulette. A random round in the magazine will do massive bonus damage. 100% stagger.
Increases handling from 30 to 50
And reload from. 31 to 71. Slight
increases to reserves.
WISH ENDER Catalyst. Eidos over draw. Precision damage and breaking shields build up a charge of kinetic energy. Long press to activate aX2 damage wall piercing arrow. While this arrow is drawn you receive 0 flinch. Broadhead perk now bleeds targets for 9 seconds after being hit. Over drawn arrow dose critical damage over time bleed. Accuracy stat from 85 to 100.
Reload stat from 30 to 88
Draw speed from 820 to 790
Recoil direction from 60 to 92
THE LAST WORD. Catalyst: slick holster. Dodging on Hunter class fires off 3 shots in enemy’s direction. Warlock class ability grants 100 stability and handling and AE for 10 seconds. Titan class ability grants +50 rpm for 6 seconds ads fan fire.
Base stats handling from. 40 to 80. Range from 35 to 45
Magazine from 8 to 9 aim assist from 40 to 62
I would enjoy another video of this, but now make a completely overpowered version of either what was said here or new effect, just for fun.
Divinity: rapid hit
parasite: dealing damage with other weapons while under the effects of worm byproduct grant stacks of worms hunger and kills grant bonus stacks.
I have this idea for chaperone, while roadborne is active, gain massively increased hip fire accuracy. Would fit the Tex theme of hip firing and be silly for pvp
4:28 SAY IT LOUDER FOR THE PEOPLE IN THE BACK
I originally said that micro doesn’t need a catalyst, and if they wanted to, give it kinetic tremors, but I like your idea more
For Last Word, I would actually give it’s catalyst the effects of The First Curse from D1 where instead of aiming down sights severs its rof but increases its aim down sight damage (like D1 first curse) it halves the ammo count but increases those bullets damage by 30% when aimed down
Just watched the maven video for this so I'm excited to see the similarities and differences between yours
Your idea for Microcosm just IS amazing! I never used the thing alot, but with that catalyst I would DEFINITELY use it!
I feel like giving Parasite a dumbed down version of envious is almost pointless when a solar holster would reload it in most cases before ten kills.
I would give it the perk “fruitful tribute” where when gaining 20x stacks would reload the gun and a shot fired with 20x stacks will cause all targets in the vicinity to ignite. I really like it having that fallout 76 “nuclear bomb” fantasy.
Dude! Attrition orbs for Kvostov is something i was saying to my clanmates in discussions about possible catalysts from the very beginning, it's so obvious. I think one day we 100% getting it
Maven called and wants her creator space back…
She didn’t create this idea
You act like people aren’t allowed to create their own opinions on supposed “what if” catalysts lol
Y’all are weird lmao
You are so weird. Go away and continue to hide like you always do
@@thunderchief7256 Yeah but he copied her ideas in a lot of weapons, like conditional finality, wave splitter, khvostov, tarrabah and others
For the next video,you should go over the reworks of Catalysts that simply up a stat or reserve. FE: Hard Light should have Anti-Barrier intrinsically & the same element buffs as Borealis
Noted!
For Last Word they should go the opposite of the hipfire. I've seen alot of people asking for it to become The First Curse from D1 when you ADS
That's also a super cool idea!
I think a good tarabah catalyst would be to have the ravenous beast meter behave like the hawkmoon stacking catalyst. Gain a bonus to range and stability as you fill the meter. In addition to the meter not depleting on stow. What that would also mean is when you pop the ravenous beast buff, the more it drains, the worse its range and stability get. That would encourage you to time your ravenous beast pops and really lean into the aggressive kill streak play style that the weapon is designed around.
I have a different idea for Last Word. There is an (as far as I know) unused perk in the database called "High Noon" that I would base the catalyst off of.
"+4 Magazine" (giving it a total of 12 shots) and "Readying this weapon grants a brief period of bonus precision damage against combatants".
I think this would make Last Word a good weapon in both PvP and PvE without making it OP in PvP. Last Word is already a good PvP weapon, So the mag size increase would be more than enough for PvP and would also be a good upgrade in PvE. The "combatants" part of the bonus precision damage refers to PvE enemies only.
It would also pair beautifully with Lucky Pants.
Deterministic Chaos having 4th times the charm doesnt sound so bad but i have a very different idea. I wish to explain it detail, but ill just do a TLDR. Weaken gets stronger each time it is applied within the magazine at 15% for 1, 25% for 2 and 30% for 3. It will work something like Target Lock but instead of a ramping damage buff, it is a ramping debuff. After hitting 3 stacks, the debuff last for 11 sec(6 sec also sounds viable) and each subsequent weaken resets the timer for the debuff. This is just an idea. But im pretty sure itll be OP if it can stack with Tractor/Tether so just make it a debuff as supposed to a unique debuff.
Fourth times on deterministic chaos is a pretty good idea.
As for a buff it could use, I think changing the mag size to 128 and increasing the reserves could be enough. It would essentially turn the gun into a heavy, void version of divinity that synergizes with titans (controlled demo + war rig).
My personal list:
Wish-Ender - The Bigger They Are: deals increased damage to enemies of higher tiers. Precision hits increase draw speed and increase reload speed.
Chaperone - Threat Remover and Threat Detector
Last Word - High Noon: This weapon deals increased damage and has additional range after drawing the weapon for a short duration (3 seconds)
Wavesplitter - Sonic Weakening: the highest damage level now applies Weaken to targets.
Collective Obligation - All Together Now: Applying multiple Void debuffs to a target increases this weapon’s damage, range, and handling for a moderate duration.
Still Hunt - Hunter’s Arsenal: dealing precision damage with the Super Shot reloads equipped weapons and increases their damage for a short duration.
Truth - Bullseye: Rockets increase in damage and blast radius the further the fly before detonating and overflows the magazine dependent on how many enemies are killed.
Deterministic Chaos - Chaotic Exchanger: Applying void debuffs with this weapon grant the wielder a Void overshield and partially reloads the magazine every application of a debuff occurs.
Winterbite - Chilling Finish: Dealing melee damage with the glaive increases the damage of the next projectile fired.
Microcosm - The Light Provides: Hold (Reload) to begin draining your Transcendence meter, increasing the damage of Microcosm, increasing ability regeneration speed, and providing an overshield that regenerates over time.
Great ideas!
I feel that decreasing the draw time for Wish Ender sort of goes against the weapons flavour, it’s whole deal is that it charges slower and hits harder than a regular bow. So I feel if anything its damage should be what is increased by its catalyst, make it harder hitting rather than faster firing.
The whole deal with Wish Ender is that it’s supposed to be a dragon killing weapon, so I feel that Vorpal Weapon would be a great perk for it. Lean into its massive damage with an intrinsic 20% boost against high tier enemies, would make it great for any champions and a decent choice for last resort DPS.
microcosm being one of the best if not even THE best option to farm transcendence, you would need to somehow prevent it from filling up the transcendence meter while that perk is active, otherwise you could constantly have it active and thus might aswell just give it a straight up damage buff
I strongly believe The Last Word should get cascade point. Its already a beast in pvp and really needs something to give it pve use outside of lucky pants.
Plus i just think itd be funny af to whip it out and dump all 8 rounds in 1.5 seconds.
Makes me wonder how powerful exotics could be if they didn't have to worry about breaking pvp
I would absolutely love for 1k to have Particle Deconstruct, since it would basically just turn it into the "Gjallahorn" of Fusions / Linears in Fireteam settings.
Please do more armchair dev content im not being a a hole or being sarcastic i love brain storming ideas but everytime i post on reddit i get called a armchair dev which i dont see to be a bad thing at all as bungie has literally taken my direct ideas from some posts that actually went viral. so please do more im subbing.
offhand on last word would be awesome honestly, great suggestion
Make salvations grip more like a stasis thunderlord, buff up the ammo per drop/capacity and give it the option to shoot it more like a traditional full auto heavy gl (maybe a bit slower) but with fully charged shots
My idea for conditional finality catalyst was to embrace the doom reference and give it a strand grappling hook on the gun itself so you can pull yourself towards enemies. You could combine it with your idea to fire both shots at once while grappling
Would love that Terrabah rework and catalyst, I feel like they could reword the damage in pvp to be similar to current master of arms so it isn’t too overpowered but otherwise this would be a great update for it
deterministic chaos catalyst: applies tractor debuff for as long as u sustain fire
that would give an option to tractor a raid boss that’s far away and would lean into its weaken theme. would actually make it a must for raids
I had the same idea as a lot of these so it’s cool to see someone make a video about this topic and some of these I would’ve never thought of, like the collective and microcosm ones, that was awesome
I've been saying that Khvostov catalyst should be the chain shots targeting orbs when eyes up isn't active. Automatic refresh immediately without needing to aim off target.
While I do like your Microcosm catty idea, I think it would be better balance if it just applied the effect matching your super (Paracausal Affinity is a super based perk, after all). Another idea I have had for a Microcosm catty is Disruption Break (breaking a shield makes said target take more kinetic dmg). As Microcosm is the first heavy slot kinetic weapon, and its whole thing is anti-shield, this could be pretty neat to see
Honestly deterministic chaos with something like onslaught or cascade point plus a rework towards it making it function similar to collective obligation where if you hit a target affected by void rebuffed targets it reloads the magazine and gets a stability/recoil buff from doing so
microcosm catalyst: I guess you’d end up refilling your transcendence meter with all the mixed damage you’d be doing
Exactly!
for collective obligation, just give it permeability. include all that you said with the subclass debuffs but on using class ability, it’ll switch accordingly
I feel collective doesn’t need to work with every element, of the darkness exotics from raids we’re just missing an arc/stasis one. I’d rather see them come later down the line.
Having Collective do everything would probs make it a bit much especially on subclasses with weirder debuffs (like shatter, ignition, suspend). Giving in repulsor brace would be better imo, it’s already pretty good when you build into to (especially on prismatic warlock/titan as they can get all 3 debuffs with 2 fragments) which is the point.
Having it remove part of the building would be better. So my suggestion is the following, repulsor brace as then you don’t need to get a void buff to reload it. Additionally when you get a void debuff there’s a chance it auto generates another one that you’re missing.
9:50 It uh... already has that perk for the catalyst in the API.
My Idea for collective abligation would be to have it deal more damage the more void debuffs are on the target.
Also for conditional finality, hold reload to swap it from stasis and solar to strand and void. The strand shot applies unravle while the void shot applies weaken.
If parasite could get a single existing perk added to it as a catalyst I think Danger Zone would be a very nice touch, can't count how many times I've blown myself up with this thing not realizing I had 20 stacks of Worm's Hunger and firing it a little too close to an enemy
Ive had some thoughts about a couple of the exotics in the video, namely:
Last word: make ads-ing function like the exotic first curse from d1. It would be hard to pull of but cool to have 2 exotics in 1
Khvostov: kinetic tremors i thing would add to its adclear role more than attrition orbs
Euphony: precision instrument and autoloading holster to increase its damage a bit and improve potential in damage rotations
Divinity: attrition orbs would even further increase its potential as a support weapon
Parasite: personally autoloading just makes the most sense to me, since holster mods take away a surge mod which makes them a bit worse that autoloading. Another thing could be a way to get just a small number of worms hunger stacks without specifically kills, maybe precision hits or ability hits or something
I have a few ideas for weapons that already have catalysts.
Hard light: Breaking a correctly matched elemental shield now refills the mag to 200% capacity and increases RoF by 50% for 8s.
MIDA: Hitting a champion with this gun grants it the corresponding champion stun for 10s. Stunning a champion refills the mag of it and mida mini tool, and grants mini tool 400% more damage to champions for 10s.
Arbalest: Reverted damage nerf. Breaking a shield increases damage by 30% and reduces charge time by 30% for 6s.
Fighting lion: Massively increased damage to minor enemies.
Symmetry: Revolution mode now stuns unstoppable champions (again). Increased revolution mode damage in PvE, and swapping modes jolts and amplifies in a radius proportional to the number of stacks (1m per stack)
Prospector: Rewind rounds + chain reaction.
1KV: Killing enemies with the gun increases the duration of the next burst, up to 100% longer
Parasite: Autoloading holster (holster mods already work, this is basically just QoL)
Heir apparent: After getting 3 kills, hold reload to launch a missile barrage.
Truth: Significantly increased tracking strength, and firing grants allies tracking to non-exotic rocket launchers for 10s.
I feel as if conditional finality should just be like how you suggested, but instead: "While transcendence, you fire a shot that is 2 ammo per shot, and has both solar and stasis as one" instead of a hold reload function.