Bungie's [b]decision to remove crafting for seasonal weapons is incredibly disappointing and detrimental to the player experience[/b]. It has led to an [b]increased reliance on farming specific encounters[/b], such as the final boss of Shattered Throne or The First Contact checkpoint, [b]in order to get their seasonal weapons due to the frustration of dealing with poor RNG[/b]. Even with [b]specific targeted tonics[/b], the [b]drop rates are still bad.[/b]
It's simply [b]not feasible to continue stockpiling random rolls in our vaults out of fear that we may never get them again due to RNG[/b] grind or to spend literally days trying to get a weapon. [i](I know people that have been playing onslaught non-stop this season since release, still not having their roll or even close to it) [/i]
[b]The limited vault space,[/b] combined with the vast amount of gear already in the game including weapons, armour, and exotic class items, [b]makes this unsustainable.[/b]
I bet given the [b]increased number of players investing countless hours into seasonal activities[/b], [b]I fear Bungie may interpret this as validation for removing crafting for seasonal loot[/b] and consider repeating this decision in the future.
if anyone at bungie sees this. [b]please get real[/b], this is awful.
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Imo, crafting should've never been added to the game. Kills the spirit of loot driven ARPG's and diminishes the value of god rolls. Taken King and Forsaken had no crafting and the game thrived during that time. What the game needs is new tiers and rarities to farm, like the shiny weapons from the Into The Light update.