

@nugster Manning National Zoo, Tidal Basin, Liberty Island (at least).
It's gonna be a shame that we've been waiting so long for new content and they just give us Countdown with the new patch. Countdown is gonna be played a few times and then never again. It's going to turn into another Kenly College lol.
@the_kettle Yeah there are several things in the game with no explanation on what they affect. Some mods when you slot them in nothing changes for the skill.
So many times I've said to myself that there's no way the devs play the game because of the stupid choices they make or choose not to change or fix. They only seem to respond to big youtubers and they don't always have the best advice on fixes or changes to the game that would be helpful to all who play the game. At this point it's just a waste of time to type issues or suggest simple QOL changes that should have been put into the game at launch.
@the_kettle Yeah there are several things in the game with no explanation on what they affect. Some mods when you slot them in nothing changes for the skill.
So many times I've said to myself that there's no way the devs play the game because of the stupid choices they make or choose not to change or fix. They only seem to respond to big youtubers and they don't always have the best advice on fixes or changes to the game that would be helpful to all who play the game. At this point it's just a waste of time to type issues or suggest simple QOL changes that should have been put into the game at launch.
So many times I switch between skill variations only to find out it has the incorrect mods slotted in.
Example: I'm using a Firestarter Chem Launcher with +1 ammo & burn duration. I then select a Reinforcer Chem Launcher and see it has +1 ammo and burn duration. Why would I want burn duration on a skill that is meant for healing? This happens with other skills but I notice the wrong mods on the Chem Launcher the most.
Also when I'm out of combat in a safe area, why do I have to wait for my Chem Launcher charges to recharge when I haven't used any in the first place? And I have to wait for it to finish filling up before I can change the mods slotted into it
@dan-musicman Since they've said nothing is locked behind Countdown, why even play it? It would make more sense to play Summit because it's not timed, you can set your own targeted loot and you can play it on Legendary if you want a chance to get the Big Horn or do 5 challenges and get a Capacitor.
@ugandajim New missions/modes would better than just more difficulties. Right now I think there are too many difficulties (Story, Normal, Hard, Challenging, Heroic, Invaded, Legendary).
And it still makes no sense that purple loot drops from open world on Heroic. Why? Just to be deconstructed or sold? Matter of fact the amount given for selling stuff needs a buff. It's not even worth selling due to how little money you get. I've sold like 5 exotics and was shocked how little I got.
@nugster Manning National Zoo, Tidal Basin, Liberty Island (at least).
It's gonna be a shame that we've been waiting so long for new content and they just give us Countdown with the new patch. Countdown is gonna be played a few times and then never again. It's going to turn into another Kenly College lol.
@ubi-keo I never said the items were deleted
@nickyv80 I have 3 which were included in the Ultimate edition at launch. The 3 I posted are ones that I can't obtain. Could you show a screenshot of yours if you are so sure about this?
@ubi-milky
These 3 mods have been empty since release of the game. They can't be unlocked and they can't be purchased with in-game money or real life money. I only have the ones that were included in the Ultimate Edition of the game.
Chem launcher - You shouldn't have to wait for the charges to come back if you are out of combat or haven't used them.
Turret - Weather effects it, it tracks the enemy with it's red laser but won't shoot if it's foggy or raining WHY? Yet you can send the Drone far across the screen and have it track and attack enemies in the same weather.
Turret & Drone - Locks onto 1 enemy and will not let you change targets manually, unless you destroy it and redeploy.
Restorer Hive - Should only send charges to players, not to any skills (it's a waste) that's what the Artificer is for.
In-Game Text - Should be enabled by default. Some people would rather type and new players don't know about it until someone tells them how to turn it on and use it.
Damage numbers in a list (like PC in the chat box) - There's no reason why console players shouldn't have this option.
Move/Resize UI Elements - Currently can't move/resize HUD (ammo/health/armor section). Give more options.
Shooting Range Revamp - Make it more useful and work correctly.
Shields - Should not be effected by special ammo from NPCs if hitting the shield. If the bullets hit the body, then yes you should be effected.
FX Mod Slots - They have been in the game since launch and even with the Ultimate Edition there are like 3 skill FX mods that cannot be obtained.
Revamp Unpopular Skills - Example: no one ever uses the Remote Pulse.
Skill Mods - Change/Add and include a description what it does and what skill it's for. Some mods don't do anything useful for certain Skills.
Mods (Skill/Gear mods) - Show a symbol in the loot beam if it's max roll mod, so you can see before even picking up to inspect.
Loot Sharing - When walking up to loot give the option to share without first having to pick it up then share.
I know this is most likely a waste of my time posting a bug, since more important "fixes" like "weird door or wall textures" get priority over more annoying bugs
This has happened in previous patch, but seems to happen more often and worse than before which is why I'm posting.
As you can see in the 2 pictures, list & grid view shows invisible slots when viewing loot. This happens with weapons and gear.
The way I fix it is to logout and login and then I can see the previous invisible items.