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Destiny 2

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5/6/2022 12:18:31 PM
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Weapon crafting needs some changes to actually cut down on vault space crowding

So I think we all agree weapon crafting has had a... Fairly awkward start to life. It's original purpose as a means to help us cut down on vault space hasn't really happened, first because a lot of us are hoarding red border weapons for crafting mats farming (which is a whole other topic I'm not interested in today) and also because there's a fundamental problem with crafted weapons that immediately torpedo's the stated aim of bungie that they should cut down on vault space crunch. The problem is that once you have crafted your weapon, levelled it and installed your enhanced perks then that's it, it's effectively locked in. If you want to change things out at a later date, try a new roll or make one that's better suited for PvP /PvE than your current choices then you immediately find yourself with a dilemma. You can change the perks on your current weapon but that's your ascendant alloys (potentially hours of work to get) down the pan or you can spend the time and resources to craft an entire second weapon at which point you've got another weapon on your hands you need to spend time grinding to level and potentially paying more ascendant alloys to install enhanced perks and all the extra work that entails I propose two solutions, one part which I've seen mentioned before and I fully agree should be the case but also a second part which I think would also increase player investment in their crafted weapons and encourage people to Really spend time mastering and crafting their gear. Part 1, after you pay your ascendant alloy for an enhanced perk that perk is unlocked forever on that weapon. You can replace it with other perks and put it back in without paying another ascendant alloy, just some neutral elements like an ordinary perk. Immediately this frees you up to tweak your weapons more and by itself would probably be enough to alleviate the issue I'm talking about here but the second part of this idea of mine is this: levelling your weapon up unlocks additional options slots on the weapon. Currently at rank 16 your gun is effectively fully levelled (memento shaders notwithstanding). What I propose is that every 10 levels or so you unlock another optional slot for a weapons perk column. For example you can add anothr barrel choice at lvl 20, another mag at 30, column 3 choice at 40 etc. These would be perk options like on a seasonal ritual weapon and would allow you to essentially fit two rolls on one gun both saving vault space as you no longer need to craft a whole extra weapon if you want to use a gun in both PvP and PvE for example and also giving you a tangible benefit to investing deeply into the weapon you put together Thanks for coming to my TED talk, hopefully Bungo read this and take my humble suggestion into consideration

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  • II don't even understand why they made weapon crafting so needlessly complicated. Just pick the gun model, pick the archetype, pick the perks you want, hand over the planetary resources/currencies, get the gun and level it a la D1 where you had to unlock/level a gun through gameplay. The way it is now weapon crafting will be dropped within a season or two because keeping it up to date or "balanced" is gonna be a genuine hassle.

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  • That's how I envisioned weapon crafting would work. That's how it would work if weapon crafting was designed by players, for players. Every time you reshape a weapon, you essentially nullify all the time and effort you put into that weapon. I understand Bungie's job is to keep us grinding, but what would really keep us grinding is a weapon that gets better and better the more time we put into it. Say you craft a weapon with perks AB, then you reshape to AC, then reshape to DC. All that time and effort is wasted because you're left with a gun DC. Now, let's imagine another, more rewarding system. You craft weapon AB, then instead of reshaping to AC you add C as a selectable option. Then you add D as a selectable option. Now you have four guns in one, taking up only one space in your vault. AB, AC, DB, DC. And... that weapon reflects the time you spent on making it. Well, won't you just stop grinding for materials once you unlock every option on every gun? Yeah, but I've already stopped grinding because weapon crafting isn't worth the time. If I could add perks instead of replacing perks I'd keep grinding and grinding til I had every option on every gun... even the ones I don't think I want... because that's how I play. See making weapon crafting better for the player, more options, less vault space, weapon reflects time spent, is the best way to keep players grinding. By the time we get all options on all guns... it's a new season, and we start all over again. This system is not worth it as is, so I've stopped grinding it. Make it good for the player, you wouldn't be able to stop me from grinding.

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  • I’d say that weapon crafting is one of the worst things that bungie added to the game

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  • Once you unlocked a perk, it should be unlocked permanently, so if you need the vault space you can delete that gun, and if you change your mind then you can reforge without spending hours/days grinding. Also leveling up a weapon needs to award more neutral element. I say increase it to 100 every time you level cause 15 is a slap to the face.

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  • Another option would just not having a cost for reshaping a weapon. That way you dont feel the need to shape every combination of 1 individual gun

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  • Grind gerbils grind- evil Rick Moranis voice

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  • Weapon crafting needs to be changed completely. FFS leveling Necrocasm was more entertaining. This is just bad...

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  • Great idea my good bionicle

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  • Great idea my good bionicle

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  • 100%

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  • Great idea my good bionicle. On a more serious note: I absolutely concur with the mentioned ideas. As it stands right now (and with the coming changes to resources and masterworking crafted weapons) this system does not encourage me to seriously engage with it. It is just too much of a time sink and not a real solution to the vault space problem.

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