Original Post — Direct link
about 5 years ago - /u/NylesBlack - Direct link

It's because of the limitation that there is only one tool and one consumable slot in QP. By adding a potential second slot, it bloats up and complicates the inventory management part unnecessarily. We wanted to keep this streamlined for Quick Play and therefore decided to avoid equipment-slot-changing traits.

about 5 years ago - /u/NylesBlack - Direct link

Originally posted by jis7014

I think you could just make it obtainable in QP but not have any effect during the match. there's already tons of useless traits that won't have any effect in 99% of QP matches anyway. at least packmule and frontiersman are feel good carry onto if you survive.

Fair point, but winning in QP usually earns you a number of upgrade points that you can then spend on the traits you like as you prepare for taking the new Hunter into Bounty Hunt missions. We wanted to focus the traits you receive from rifts to be useful to the player during that same round already where possible.