The "Orbs recharge grenade and mele" perk causes you to ALWAYS pick up orbs, even when EVERYTHING is fully charged (grenades, mele, and super).
Usually, when your super is full, you do not pick up orbs. This makes sense, because the orb cannot be used for anything. Similarly, ammo doesn't dissappear when you walk over it with full reserves. It's a fundamental principle of the game.
Obviously, when all abilities are fully charged, the orb cannot be used, therefore it should not be picked up and used up.
This is an obvious bug in the item's signature Iron to Gold perk mechanism. The actual behaviour is not the expected behaviour.
The consequence of this bug is serious. It breaks an important game mechanic, because it [b]results in the loss of orbs[/b] with no benefit.
Usually when picking up an orb there is more than one close by. Thus, the bug usually results in unused orbs disappearing! The bug often deprives you of most available orbs, both when intentionally making use of the perk AND when inadvertently walking over orbs by accident.
Bungie, please fix this.
Warlocks don't get exotic legs or chest pieces as good as other classes, so we really have to make this one count. The bug is putting warlocks at a disadvantage in PvE and PvP alike.
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Please change this.
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This also applies to the Empyrean Bellicose (Titan Helm with almost the same perks) I just learned to stay away from orbs as much as possible until i need them If they could fix it so that you dont continue to pick up orbs past their usefulness (In the case of the Bellicose, once you have full super, grenade/melee it should stop, but doesnt) that would be great, but its been around since the items first existed so I always assumed it was a 'feature'