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Edited by Link: 2/20/2022 12:22:43 AM
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Class items should be a one time drop that can be redeemed from collections OR they should get a full rework

The ONLY reason they exist as a drop is their light increasing properties but that’s where it ends. Nothing is more frustrating than doing a raid, iron banner or trials just to be rewarded with a class item that will literally do nothing for you especially if you’re at light cap. Even adding a small amount of stats to class items would be enough for me to care but we don’t even have that. They are a plague on the loot pool considering they have no farmable factors yet we can get them more than once in an activity. I say do one of two things: - rework them completely. Add stat distributions (not as substantial as normal armor) to give us a reason to care about getting a class item in an activity. - remove the class item from the loot pool once you’ve obtained it from and move it to collections once you have it so it can acquired again. - make a large selection of traits (perks) to class items that change gameplay in a variety of ways. These could work like weapons as if you’re trying to get a good roll which would give more reasons to go for them. Either way, class items need to change because they have been literally useless for far too long without any discussion on the matter. Especially when I only use 4 class items and dismantle any and all that come my way after.

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  • [quote]The ONLY reason they exist as a drop is their light increasing properties but that’s where it ends. Nothing is more frustrating than doing a raid, iron banner or trials just to be rewarded with a class item that will literally do nothing for you especially if you’re at light cap. Even adding a small amount of stats to class items would be enough for me to care but we don’t even have that. They are a plague on the loot pool considering they have no farmable factors yet we can get them more than once in an activity. I say do one of two things: - rework them completely. Add stat distributions (not as substantial as normal armor) to give us a reason to care about getting a class item in an activity. - remove the class item from the loot pool once you’ve obtained it from and move it to collections once you have it so it can acquired again. - make a large selection of traits (perks) to class items that change gameplay in a variety of ways. These could work like weapons as if you’re trying to get a good roll which would give more reasons to go for them. Either way, class items need to change because they have been literally useless for far too long without any discussion on the matter. Especially when I only use 4 class items and dismantle any and all that come my way after.[/quote] Easier way, be able to purchase from vendor, nothing really game breaking if you can buy it, make it 1100 light when you buy

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  • Elemental affinity is just about the only useful thing for class items. Once you've got all four different elements there really isn't a reason to save any other ones besides sentimental reasons.

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    • Dont agree. Think its a bad idea.

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      • Edited by Spawn Of Apathy: 2/21/2022 3:00:41 PM
        I don’t agree with removing them from the loot pool. Doing that would just make it impossible to reach the power cap, and it doesn’t fix the issue of how under utilized they are. If Bungie doesn’t want to give them stats like regular armor, fine. But they need something. Intrinsic perks or boosts that can randomly drop. It doesn’t have to be a game changer of a perk, but give me some reason to check the class item before I dismantle it. They could roll with non-stacking, lite options of other perks (half the normal stat boost that doesn’t stack with the actual mods). Like Fastball, various weapon Dexterity, sweaty confetti w/o sound, 5% glimmer boost, etc. Maybe have tiers for the perks. So a normal Dexterity mod gives 20 handling. So the most a class item perk could give you is 10%, but it could roll +1 to +5, each tier being an increase of 2%, with increased rarity of drop the higher the tier. So unless you get lucky and get a +5 perk to drop very early into playing you may be on the look out for those illusive max drops. Which again does not stack with the actual mods. There. Now we have at least some reason to look out for class item drops, because it may give us a tiny little perk.

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        • why not just do what d1 did? Just full on give them actual stats.

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        • Agreed. I feel like we should simply chase ornaments especially considering how much effort isn’t going to how the armor looks aesthetically. This way they can put more effort into fixing Comp, addressing RNG and many other lacking things.

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          • Honestly, just give everyone a class item, with mod slots, and new ones don't drop. What drops are ornaments. And you can't get duplicate ornaments. Problem solved.

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            • What if you could selectively choose where to place all the masterwork stats? Like You go 12 into recovery and 0 in all the other stats?

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              • Agreed. A class item from beating a GM or Raid should be better than a class item from a legendary engram from killing a patrol high value target. They need their own randomized values or add them to the same loot pool as ghosts and utilize them in the same way, as cosmetic mod vessels which is essentially what they are now. Cosmetic mod vessels.

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              • Okay.

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              • Particle deconstruction EOM

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              • they might need armor stats. but create some exotic class items. i'm loaded in other slots with 2-3 exotics + 2-3 legendary armor for builds. exotic class items would free some space if new cool exotic perks release.

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              • All I get is sorrows verse Sometimes I get 2 at a time

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              • Someone obviously doesn't know how to use the Class Item, or use the word "literally" in the correct context. I won't go into detail since you'll get schooled by a bunch of other posts telling you how there are a lot of mods that ONLY go on the class items that boosts your character. If you are unfamiliar with this, there are a bunch of YouTube videos that show you how to appropriately maximize your armor loadouts.

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                • Edited by Exileant: 2/20/2022 5:32:35 PM
                  Class items are quite literally the most powerful tool in your armor set. I have had to masterwork like 2-4 per character just to balance my fittings. Reworking them is the absolute last thing on Earth you need. They are not useless by any means, you just have to know what you are doing with them. You have to get to the point of truly exploring Mods to see their value. So I disagree. Strongly.

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                  • Can’t complain - fair points.

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                  • It makes no sense for the class items to not have stats like the rest of the gear. It's part of the gear so it needs to have stats like the rest of it. It'll make it a smoother ride to achieve the stats you want and having extra in a throw away stat like strength isn't a bad thing. More uptime for it. Maybe you get more intellect or recovery. You get my point.

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                  • Edited by Demon_XXVII: 2/20/2022 9:07:55 AM
                    Here’s my idea for the stats on class items The 10 (5x2) spread Can be used (in any variation) to ‘top up’ stats on other armour pieces Say you have 17 strength on a chest piece, take 1 off the class item & add it to the chest piece (for a total of 18) Then when masterworked it jumps into the 20 category Or alternatively, add any of the points to wherever you need them, or leave them on class item and use elsewhere (capability to reset and place them elsewhere) (Also, the fully ‘10’ energised class item can carry its own +10 mod & any other mod, regardless of element) Also Any new designed armour class item shouldn’t be part of rewards in Iron Banner/Raid/Trials/etc (but be rewarded from the first quest step/secret chest/[i]Rank 1[/i] vendor) & be at [b]maximum pinnacle[/b] light level This also gives the player the item for Transmog/infusion etc - but then doesn’t dilute the loot pool later on when looking for 65+ armour Edit: obviously not perfect - but possible solutions

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                    • I agree, but out of everything I’ve wanted from my 10+ VoG clears I’ve never gotten the mark, which is probably number 2 on my list of what I wanted from it, maybe one day.

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                      • Edited by Xero: 2/20/2022 12:53:11 PM
                        I think your third suggestion is more or less underway, just slow moving. Some of the more "powerful/interesting" artifact mods seem to be tied to the class item from what I've noticed. Might be how Bungie is establishing importance to the class item beyond the light grinding. But I also see your point where stat distribution could be worked on too, I think we should have a choice on where those 10 stat points go, and not have them evenly distributed on all stats when the energy is maxed out. It's an odd piece of armor compared to the rest. We have [i]something[/i] going for it in terms of use at the moment, but it can be improved. Look at Mods like Radiant Light and Powerful Friends. I think those are the only Mods that add a significant boost to a stat when setup right. I would add to your statement by suggesting to move those mods to be class item only, then work on adding other variants of those (some for Solar, some for Void, some for Stasis) mods to the collection overall. It would give players a choice between "cool a artifact mods/extra stat boosts", and might give meaning to having a class item of each element. ¯\_(ツ)_/¯

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                      • Make them cosmetic with mods slots like the ghost. One less armor piece in drops would be awesome.

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                      • You have forgotten the most important part. Majority of class items do not even look good! ;-)

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                      • Honestly I agree.Apart from power lvl,appearance and mods class items are just ornaments.I only keep one and dismantle them whenever they drop.They need their own base stats like the rest of the armour.

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