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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Removing crafting has had the opposite intended effect for me. Instead of grinding to get red borders there’s one or two weapons that look interesting. Then like most people I’ll settle for the two perk combo I want and move on. Typically I was always getting the desired combo long before a weapon was ever craftable. But I kept playing to make it craftable and clear up vault space. Of course if we had a functioning collection system then this wouldn’t be an issue at all. Tldr; crafting easily had me playing content longer and removing it has killed motivation to play