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2/28/2022 7:09:10 PM
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Weapon Crafting Feedback

I understand that this is a new system and would need a lot of feedback from the players to make it better. With that said, lets dive into what the problems are and how to improve the system. [u][b]1. The Grind - [/b][/u] I understand that the crafting system is supposed to be a "high risk,high reward" system. However, the risk should be justified. I am okay with most of the grind that comes with the materials or unlocking the patterns. [b]But, IMO, we should not be forced to pay materials to select an already unlocked perk.[/b] Example - I unlocked Enhanced Thresh on my Enigma(Glaive). But if I wanted to try out something else and come back to Thresh, I would still need to pay a hefty materials price. This should not happen. Fix - When we reach the appropriate level with the weapon(Level 16 for Enhanced Thresh), keep the trait locked. Make it so we spend the materials to unlock the trait and not select it. All unlocked traits should be select-able for free. [u][b]2. The quality of crafted weapon - [/b][/u] I believe the crafting system was introduced to obtain the best version of a weapon once we put in the effort. The problem is that ALL crafted weapons are worse than normal weapons, even random world drops. I haven't seem many people talk about this issue. [b]The crafted weapons have only one perk on every column.[/b] [u]This makes them way worse than a Umbral-focused seasonal weapons that can have up to 2 perks in all 4 columns. This even makes them worse than normal drop weapons with good rolls because normal weapons can have 2 perks in the first 2 columns.[/u] I understand that crafted weapons can have enhanced trait, but I would take 8 good and versatile perks over 3 perks and 1 slightly enhanced perk any day. Especially, when most enhanced traits are barely better costs huge time commitment. Example - Lets take Ignition Code(BL grenade launcher). I know this is old weapon, but is a good example. Lets say someone has a normal drop on Ignition Code with (2 perks) (Blinding Nade, Spike Nade) (Slideshot) (One for all). Thats a really good roll, since they can switch between Blinding and Spike depending on situation. If and when Ignition Code is added to crafting, we lose the ability to get both Blinding and Spike on it. This makes the crafted version much worse than the normal drop. This gets worse if someone obtained a umbral-focused had, lets say, (Slideshot, Field Prep) on the column 3. Fix - Unlock an additional perk row for all 4 columns, every 20 weapon levels. Cap the maximum number of rows to 3. So, we get a second row at 20, third row at 40. Yes, adding traits in the second row would cost us time and materials, but I believe that is the whole point of crafting, right? Invest enough time to build the most versatile god-roll of a weapon. [u][b]3. The crafting materials - [/b][/u] These two are really easy ones. First, somehow, let us see the amount of materials we have, without a deepsight or crafted weapon. Seriously, how is this not a thing? But anyway, please add this feature. Second, please remove the material cap on crafting materials. Capping materials is not only useless because it does not make sense at all, it also worsens the vault space problem when we are pretty much forced to store the deepsight weapons to extract materials later. No one likes to waste their time investment. So, of course, players would hoard deepsight weapons in vault so that they can use them later. There is not a single reason as to why we need a cap on any of the materials. If someone is playing the game, they should keep the reward. Materials cap is the most vicious gating mechanism that Bungie implements and its about time this idea is scrapped. Okay, there we go, some of the initial feedback and how Bungie can fix it. Hope someone at Bungie sees this.

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  • This comes from Bungie decision makers not playing the game as we do. They have special builds that give them access to all weapons, armor and materials any time they want. They don't have to grind for anything. They can craft any weapon any time they like with zero effort. They then decide that crafting is good and release it into the wild, with all the mindless grinding added of course. They do this time and again and appear to be too stupid to realize that they don't live in the real D2 universe, and that their assessments of, what is and what isn't fun, aren't worth a damn. And of course they refuse to listen to the player base.

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