Agreed, BUT I personally think that raid, dungeon gear shouldn’t be craftable, as it kills the incentive to re run them.
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[quote]Agreed, BUT I personally think that raid, dungeon gear shouldn’t be craftable, as it kills the incentive to re run them.[/quote] As a raid sherpa with 2200 carries I can say this is not the case. I saw far more casual players engage with raids, especially for the first time, trying to get enough red borders for the specific weapon they want. Knowing at least any drop of the weapon will help them encourages them. Met many pleasant positive players doing their weekly red border run. As well the red border quests that require a full clear helps encourage players to commit to a full clear rather than ditch people once they clear the encounter that drops their loot, something I find very disrespectful to my LFGs. You know what would help raid engagement? A ghost mod to select if you get weapons or armor from raids and dungeons and it being 100%. Far too many lfgs get very disappointed to get armor from a run especially armor lacking a set bonus. Getting a 58 stat piece of armor from a raid is disrespectful. I only use like 10 weapons and none of them are tiered multi-perk weapons except that solar sword. I like the ability to make a specific tool for the job even if it means I have two different crafted rolls. I have four different snipers in my inventory all for a specific task and having them with selectable perks would not simplify that.
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I think it actually boosts overall raid time. Yes you lose the crazy high #s on the farming end but it brings the lower and middle levels of clears up. Players who only run it a few times may run it 5+ to craft a weapon. Also, in a game where Bungie intentionally shifts the meta… being able to change the roll is life a life saved