The class item needs a rework. The amount of vault space needed to hold the items is too much. I've never needed to have any class items in the vault before, and now there are 64 unique rolls for each character...
It needs to go to mods that unlock and can be swapped once unlocked. And once unlocked, drops from possibility of dropping on future class items (but can be swapped to on any class item like Aeons).
Drop rates then can stay as they are, because we no longer would need to get 300+ rng drops to get the rolls...
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EMUracingにより編集済み: 7/15/2024 3:57:01 PMNot necessarily, but I do want to try some niche builds with some rolls, so I need to save more than I want to use at the moment (especially if they adjust any of the perks effectiveness). Still, even if its only saving 10 rolls per character in the vault, its too much. In addition to the random rolls of Ergo Sum, 2 poorly implemented RNG exotic systems. Because neither of which you can pull from collections, so need to save any which you might want to try down the road. So, you prefer wasting vault space with RNG rolls, and needing to infuse/MW each class item to use with a unique roll when it drops?
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EMUracingにより編集済み: 7/15/2024 4:25:57 PMYou're right, they should make every weapon craftable, so that we can pull from collections or craft rather than saving in the vault. Then we only need to vault weapons that we are actively using, and not save every good roll that we have received.
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Everyone has things in the vault that they are not actively using, so you are just trying to lead with the question the way you chose to write it. So I answered the question the way that I wanted to answer it. I routinely clean my vault of weapons and armor, and vault issues remain. Even the crafting system created more issues than it solved due to enhancement costs and once perks are enhanced, if you wanted a different perk combo it was better to create a new weapon than change the perks. I view your comments as trying to shut down a better solution to the issues at hand rather than try to improve on the system for everybody. Having one class item with ability to swap between perks solves multiple issues with the system and how it was implemented. This is what the system should have been from the start, and the only reason why they implemented pure RNG drops with no duplicate protection was purely to extend the grind and increase interaction with the pale heart or dual destiny mission (which it did for a few weeks, and now players despise both because of the class item system).
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Your presumption about my motives is based on nothing and frankly woefully misinformed. But you believe what you want because I no longer have interest in this entire stupid debate about the Exotic class gear; all it amounts to is people and their "I want it my way!" mindset. The funniest part about the whole thing is that even if Bungie were to give you and everyone else [b]exactly what you wanted[/b] people would still find an excuse to be malcontents. Have fun with this mindless, never-ending argument.
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At no point have you input anything constructive to the discussion, only thing mentioned is criticism about wanting to reduce demand on the vault space. If you disagree with that, then I dont know what to say. I am sure that I have plenty of things in my vault that Datto would say to delete, but I do save things that are rare rolls (cannot drop on any other weapons), and things which I enjoy pulling out from time to time in PvP. However, there are constant updates to the sandbox, and what is a lemon today could be meta tomorrow, so I dont blindly delete things unless they can be crafted. And I dont craft unless I am actively using the weapon. I have dropped over 100 bonds, and still havent gotten the rolls that I want (HoIL/Syntho or Osmio/Verity). The system is very poorly implemented, and is not only a waste of time when you get constant duplicates, but it constrains the vault issues which are always present as the game increases loot exponentially relative to the space increases. Part of why my brother stopped playing the game a couple years ago is due to the vault issues, and how much maintenance it requires outside of actually playing the game (enough that we need to use 3rd party apps to organize and sort/tag items for deletion). These vault issues are a constant, and it is a big part of why I do not like the way that the class item is implemented. Class items were never something that needed to be vaulted, as you only needed to rotate the seasonal or raid class item on the character.
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No, I have not made up your intentions, but I stated what I believe your intentions are, and I added supporting info to my reasoning for wanting them to go the route that I suggested. I have no toxicity for you man, just trying to clearly state my mindset with the game. I felt that you were coming in to pull a Datto, say that I should just clear out my vault to make space. I am constantly in battle with that vault, and while in serious PvE I mostly stick with one path, I often look for really niche builds and weapons for low level content and PvP to just have fun with, so I keep more things that I want to admit just incase they come into a point with sandbox changes that they are good. Like LW pulses for example, now they are usable, but for YEARS they were weak. There are two huge negatives with the class item implementation, inventory spaces for people who want one of every roll, and getting one of every roll which can take 300+ drops just to get the 64. Its not that I want one of every roll, but I dont want to have to store them just in case I want to try a roll that dropped for me and I want to try a build with a month from now for giggles. I personally only want to have 5-6 rolls for regular use, but there can be niche rolls that I would want to try in party modes or strike playlist stuff that I wouldnt save due to capacity limitations... This issue also effects Ergo Sum. Which I have reduced down to 8 different rolls, but will probably drop down further because I am not currently using it.