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originally posted in: Postmaster Rarity Filter
Edited by dirtycar74: 3/16/2022 7:38:07 AM
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the long and the short of this is simply that having a maximum storage of materials such as ascendant shards is to effectively timegate new DLC and content drops. If you have dozens and dozens of tokens you potentially can spam them for a chance at free fast new loot every time something new is put into the pool. Bungie wants players to engage the game instead of hoarding materials and spamming them for free loot. BUT having a limit of ten ascendant shards when masterworking an exotic takes three means that you can only max out three pieces at exotic rarity before you run out. THIS is why people are frustrated with it from my perspective, and it is a valid point to make. I think there should be a separation of inventory space between characters for some things, and this would be a prime example why. ten per character makes more sense in this case, no? Also having the same material requirement just lower amount for non-exotic gear adds to the debt from ten total allowed. Sure, there are folks that would argue that it means you need to be more conscientious about what you spend the materials on, and yes, that is also valid, but it goes directly against what Bungie continually say they want (but actively develop against)... "play your own way".
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  • Material Bank, Weapon Vault, and Armor vault (shared across each class) Material vault-20 items Weapon vault-500 items Armor vault-250 items Ascendant Shard cap raised to 15 Enhancement Prism raised to 75 Enhancement cores stay at 999 Upgrade modules lowered to 20 Legendary shard cap stays the same Weapon craft material stay the same just lower the amount required to craft Our inventory gets a little smaller, but the amount of engrams we hold double now and the token system will soon be taken out from everything all we’ll have is planet material (which could also be leaving us slowly) That is my thoughts on this….and yes it is everywhere XD

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