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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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  • 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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