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1/24/2026 11:58:50 PM
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Ma77

Bring Back Crafting

Unpopular opinion: Grinding for patterns is better than grinding for weapons. It gives players more incentives to play the activities if they have to farm for 5 patterns instead of 1 weapon roll.

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    Absolutely not that system was terrible they need to focus on improving their current tier 5 system if anything involved crafting in that, probably something like if you get a tier 5 weapon the last column can craft an extra perk with a certain materials or something like that, but definitely don't bring back the old system it took way too long it was big mistake bringing it in the first place and also it broke the game at one point I don't know if you remember but Crucible was a mess so no thank you.

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  • I would label this as a highly polarizing take not necessarily an unpopular one. Bit of a long take, and I want to be clear, I was very optimistic about crafting when it came out. And it did the opposite for me originally, as once I got my red boarders I had very little incentive to go back and only having red boarders matter just felt bad because i didn't care about any drop that wasn't one But the real issue was that red boarders made loot obsolete, this was a problem with enhanced perks not being available on regular guns making the -blam!- version the crafted one and all the others placeholders assuming you kept any and didn't just use old guns till you got all your red boarders. Leveling was also a big miss as far as perk selection was concerned, red boarders could take weeks depending on the time frame we are talking about and to then have to slowly level up a gun with terrible perks just to see if you like it at its best. Yes later they let you spend resources but that is a system to not engage with a system which should not happen if your system is a net gain. And then there's the fact that most, not all but most especially seasonal, crafted guns were just given crappy perk pools because everyone would eventually have a god roll. Tbc there are outliers but even looking at my list which includes most of the raid weapons very few are that. Adding enhancements to random rolled guns did a lot to make crafting not the loot incentive killing system that it was for me, since if i got my god roll then i could emhance it and have one as good as a crafted one, but it was definitely flawed from before it was even in the game.

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    1 Antworten
    • Not much reason to now that we have the tired system as well as daily/ weekly focusing and attunement. Not to mention it's more than likely faster to get the roll you want along the way to T5s or even farm your god roll T5 than it is to get 5 red borders, especially for weapons on weekly lockouts. I wouldn't be against them bringing it back, or more preferably a weapon transmog system since this game isn't giving any signs of lasting long enough to see a lot of content be reprised/ updated. Besides, Bungie almost never- if at all- admits to making a mistake. Hell, one of the reasons they gave for moving to the tier system was because "crafting removed the satisfaction of obtaining a random weapon", which is factually wrong for multiple reasons. I mean when's the last time someone was excited to even receive a Boondoggle before the tier system (one of the worst 720 smgs imo)? If they want players to be satisfied with random weapons, then EVERY WEAPON needs to have value, including exotics, especially ones with useless perks like Jade Rabbit or ones with stupidly low stats compared to the archetypes and what you'll typically see in pvp. So one or more of the following would need to happen: * Stat/ perk buffs to exotics for the aforementioned reason, especially for ones that were indirectly nerfed due to the resilience changes or ones that got nerfs which are no longer valid like Thorn * All legendaries would need stat buffs to match typical stat distributions among player choices. So all hand cannons for example on the low end before any perks would need around 60-70 range and just as much stability. Or all 720 smgs would need 60-70 AA and another 20-30 stability to keep up with a weapon like Barrow Dyad. * Only good perks and combinations, so we should NEVER see a close range perk of any kind on a scout rifle for example, or a combination like Harmony and To The Pain due to conflicting functionalities The only other reasonable alternative is the transmog system because at least then we can technically have almost any perk combination we want on almost any weapon.

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      • Bearbeitet von eliteg: 1/26/2026 4:29:07 PM
        0
        eliteg
        eliteg

        tryin to work with whats left.. for now - 4/3/2026 12:46:30 PM

        Crafting Fixed: (can definitely be just a catch up mechanic if a proper current chase is in place) >> for ALL old weapons >> I mean ALL Add crafting - you lose the craft after a certain amount of time/activity... for example: I craft this thing... in 2 seasons it will lose its crafting and you have to renew if interested... in addition [i](this will be such over-delivery you guys will hurt yourselves laughing)[/i] you could then add new craftable perks / traits...etc... I know crazy talk

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      • All armor should be craftable, ergo sums, exotic class items too. For weapons, dungeons and raids shouldn't have craftable weapons.

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        8 Antworten
        • 100%. And before anyone starts complaining they want to hunt god-rolls, nobody’s stopping you from ignoring patters and continue hunting. Some raids like VoG actually make it worthwhile to hunt godrolls after you’ve unlocked patterns. I hadn’t thought of armor as craftable but with the sheer number of variables (archetype, tertiary stat, tuned stat, set benefits), some reservoir/crafting is needed for sure. It’s so much easier getting god roll weapons courtesy 3 rows compared to perfect armor rolls.

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        • No. I want to grind for god rolls not pattens

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        • yeah they should bring back crafting as a tier 2 option

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        • We don't need crafting back.

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        • [quote]Unpopular opinion: Grinding for patterns is better than grinding for weapons. It gives players more incentives to play the activities if they have to farm for 5 patterns instead of 1 weapon roll.[/quote] I mean currently it takes less time to get a tier 5 with the roll you want than it did to get 5 red borders.

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        • [quote]Grinding for patterns is better than grinding for weapons. It gives players more incentives to play the activities if they have to farm for 5 patterns instead of 1 weapon roll.[/quote] And then when you have those 5 patterns you will prob never play that activity again while people used to play anything in the game multiple times a day simply because the game was fun to play . If you play untill you get that gun , pattern , armor piece or whatever and then quit , then destiny is not the game for you . So go find a game that you do like and don't play it like a streamer .

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          • The only problem with crafting is that you could enhance the perks. If that feature was left out, the system would have been perfect. Bungie was scared that no one would use it unless they built powercreep into it, just like every addition to the system, so they set it up for failure down the road when they found they'd have to powercreep uncraftable weapons and retired crafting as a result. If crafting was a "bad luck protection" system that let you use the guns required for a build to function, but at base perk level, it would have worked just fine. You use the crafted one to grind for an RNG version of it with enhanced perks and those who like their time respected could coexist with the degenerate gambling addicts (somewhat). Instead, Bungie decided that their botched version of crafting "devalued" the experience of the degenerate gambler, so now we're stuck with a system designed to artificially inflate metric numbers and is it any wonder the player base numbers have cratered?

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          • Or combo of the two... patterns for each tier...or after you craft your original it starts at t0 and as you level the gun up it builds up through the tears to T5 so you can swap out all the things and enhance them

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            • Nah. Crafting was completely soulless. Everyone ran the same gun. And destiny is all about god roll drops. Like now I have a god tier tier 5 astral horizon. Max range with no drawbacks. Threat detector/opening shot. My martlet 100 vertical recoil, 100 stability, headseeker/zen moment. I have not seen anyone with better roles than me. If they did it’s ruined by a reload masterwork or handling.

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              • 1
                eliteg
                eliteg

                tryin to work with whats left.. for now - 4/3/2026 12:46:30 PM

                they need to bring back crafting because there is not enough passion/talent/resources (in whatever Bungie skelton crew version it is now) working on the game... so you need to bring it back because they are not able to craft worthy chases... the drops in the game do not feel special for the new stuff at all... and the old stuff has impossible RNG... its completely off balance

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              • Crafting was one of the few genuinely good ideas introduced to the game. Not because crafted weapons are inherently overpowered, but because the system respected player time and intention. Earning patterns, crafting to exact specifications, and reshaping for different situations is an obvious win. It gives players agency, purpose, and reduces pointless vault bloat. Right now it would feel too easy—loot is thrown at us in absurd quantities, with every activity vomiting half a dozen drops. But that’s a problem with the current reward structure, not with crafting itself. Once this Pick-a-Portal experiment is finally scrapped and the game returns to something closer to actual Destiny, weapon crafting should absolutely be reconsidered. Done properly, it encourages long-term goals, meaningful engagement, and a playstyle that actually resembles how many of us used to enjoy the game.

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              • Is not unpopular. Bring back crafting and add a new perk pool or perk combo for the adept version of the weapons if they have a crafteable version, like raid ones. Win-win. The people who just want a good, solid weapon will be able to craft them, and the loot chasers will have their carrot. Do it, Bungo.

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              • Bearbeitet von Raijinmeister: 1/25/2026 11:05:37 PM
                Double post bug. Redacted.

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              • Crafting did not solve any core game issues. Issues revolving around the massive bloat in weapons, weapon perks, nor does it solve bad luck protection, or balance issues related to the massive quantity of variables when it comes to weapons. Crafting places a bad-aid on much of that but does nothing to solve the core game mechanics behind problems that game has. If you want players to chase something, (weapon, armor, title, cosmetic, achievement, whatever) there has to be a reasonable expectation that an average or slightly better then average player can earn all but the most elite items. example: If I can run a dungeon, and the final boss drops a desired exotic weapon, there has to be a reasonable chance that I earn said weapon without running it thousands of times. What I am saying is this: The drop rate has to be high enough that it does not become a discouragement instead of a carrot. Like it or not crafting solves zero core issues that the game contains. To include weapon drop rates and the fact that when a weapon does drop it a best roll. With more than a hundred possible weapon perk variants, the chance a given weapon drops with your desired perk combo is less than 1%.

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                • 100% agree! I played MASSIVELY more when there were patterns to chase instead of just having to beat my head against Bungie's perk-weighted rng wall forever. Ever since they added crafting to the game, I grinded every seasonal activity a ton, until I had collected every single pattern it had to offer. I even collected the patterns for weapons I didn't care about, just to have them for the future, in case I ever needed one for a build, or its perks got buffed to be more useful (and I ended up being really glad I did, for some of them). By comparison, during Revenant and Heresy, I spent almost literally no time at all playing the seasonal activities, except to do the story missions, because I just didn't care enough to beat my head against Bungie's rng wall, especially since there were only a couple weapons I cared about. I actually even enjoyed the Nether, but I just couldn't find the motivation to play it much, because none of the weapons were craftable, and I'd already gotten the tiny handful of rolls I cared about really early on, so I just spent my time farming raids and dungeons I hadn't gotten all the loot for yet. It's funny, Bungie took crafting away from us because they thought it would increase player engagement (the only metric they care about), but it actually ended up massively decreasing it, not just for me, but for everyone I've talked to about the whole crafting situation. It's also made random loot feel even less valuable, instead of more valuable like they'd intended, because we just don't have the vault space for it anymore. It was also probably one of the major reasons so much of the casual playerbase quit.

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                • Crafting for armor would help at least.

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                • The system tied to the Praxic Blade upgrades is how I imagined a more thorough crafting system could work. Like, what if you had to grind pvp for an enhanced version of Opening Shot that you could apply to any weapon? Yes, this sounds like Vanilla D2, and I personally believe that we should have stuck with it instead of going back to the D1 random perk system. We simply do not get enough gear every update for this system to be sustainable.

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                • That makes no sense to me, grinding is grinding.

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                  • They should have never introduced it in the first place. But some boxes once opened cannot be closed.

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                  • Bearbeitet von TractorCannonGuy: 1/25/2026 1:17:13 AM
                    Crafting is stupid. By the time you unlock the pattern you should have the perks you want anyway. [i][/i] [i][/i] Im gonna let you in on a little secret, [spoiler]your barrel doesnt matter[/spoiler] That said. Rework it to a modification table instead of crafting, makes more sense that way

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                    • More popular than you'd think. But I don't think it's really needed since loot drops so easily these days.

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