[b]Elemental damage on primary weapons should be raid-exclusive.[/b] Every raid's gear has always had unique abilities/additional trait slots than your standard legendary gear, specifically traited for the raid's mechanics or just general PvE combat. [b]Trials doesn't need elemental damage on its weapons because it has no impact on PvP damage - therefore, it has no place being there. It should offer PvP perks instead![/b]
Trials should be offering unique/quasi-exotic abilities (just like the Raid) on gear like "gaining more super from headshots", "faster rez times when you're the last guy alive", or "multi-kills immediately reset cooldown on melee/grenade". Those abilities are much more useful to a PvP player than elemental damage. That's the type of Trials gear the PvP community should be focused on clamoring for - not irrelevant elemental damage in Crucible.
[b]The only place elemental damage matters is in PvE, so that's where those types of guns should drop.[/b] Being able to control the primary's elemental charge seems a bit too powerful - I could see Bungie perhaps allowing all raid weapons to roll any of the 3 elements at random. That would improve variety and make getting duplicate weapons (but with a different element) MUCH more useful. For example, having a machine gun for each type of enemy shield seems pretty nice and a great goal to strive for in a Raid. Bungie could go a step further and introduce Raid weapons that can switch between 2 different elements like Murmur. It was a unique mechanic that was actually useful - one I think people would like to see come back.
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