Bungie,
Class Items need to have more sources or a way to select perks (i.e crafting). Adding a weekly challenge to Dual Destiny that only gives a player 1 extra drop from Dual Destiny per week is ridiculous when we used to be able to use the duplicate glitch we had before to farm, it's almost insulting to the player base. We were happy with the double drops per completion on release, why not give it back to the player base?
If Dual Destiny is the primary way to earn these class items then it would worth considering allowing players to farm the final fight as a checkpoint as with Raids/Dungeon bosses or making the class items a reward from each encounter within the mission.
Players don't want to farm Overthrow, Co-op missions, or Lost Sectors to get class items as mentioned in todays TWAB. Once we have earned Khvostov there isn't much point to the activity as it takes too long and the rewards are rather underwhelming and give little incentive.
Perhaps rather than getting only random rolls players have to work to unlock the perks as we acquire the random rolls. Once a perk is obtained then the perk is considered "unlocked" on that character. Therefore, making the Exotic Class Items craftable. Seeing as Class Items have no real stats I don't see why making them craftable would be an issue. There are simply too many combinations and Destiny isn't a "competitive" enough game to require this level of grind for a random roll with 65 combinations (believe thats about the number) per character type without trading on the newest advertised subclass. Mactics I believe had a whole breakdown on the playing time to get everything unlocked, and frankly it's ridiculous.
There's no easy solution, but giving back double drops in Dual Destiny so the player base is happy with what we had before would be a great start, and keep the weekly challenge so we get 3 drops on the first run once per week that'd be almost 5% of possible rolls right there once a week.
Thanks
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3 RepliesThis update does nothing to fix the actual problem with the class item, the RNG and duplicates. We need one class item with unlockable perks to swap out on it. This is really how it should have dropped from the start. You get one, and you add to it until you completely unlock it. Im already at vault cap, and many are class items and Ergo Sums. We cant pull either from collections when we want to try it, so have to store every random roll that we get. If we delete it and want to try it again later, for a random niche build, we need to grind again for that roll. This update is purely to reduce the effect of running macros, and force you to play overthrow activities to get the random drop. It may even reduce the drop rate for all that we know, because increased overthrow chests while subtracting the much more plentiful standard chests may be lower than what we currently have.