I have been against crafting ever since season 17. I thought it was bad for the game. However I don't think it should be removed all together. I think a very good balance for crafting is don't have new weapons be craftable. But anything returning, like seasonal or revamped raids/dungeons, should have craftable weapons. Another way to make world drops more valuable is to remove enhanced perks from crafted weapons but dropped weapons can be enhanced.
This season would have been a perfect one for this. All the splicer weapons should have been craftable while the new seasonal loot isn't. Anyways that's just my idea of how to keep crafting without having it ruin the desire to play.
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Edited by SenXXII: 12/12/2024 6:04:21 PMThe entire structure of this game is so backwards to me. I think seasonal weapons should be craftable and there should be more focus on getting people raid/endgame ready. This game has no structure and players have no reason to improve and I think there should be an incentive for this by making endgame loot the best and making it so that you can't get to pinnacle cap unless you raid and complete dungeons. That being said, raid weapons shouldn't be RNG and should have the same quality as Into the Light weapons at all times. The new innovative archetypes, perks, etc should be exclusive to harder content to match the effort to complete said content. Regardless of how you spend time to get the God roll of seasonal weapons you want, doing the seasonal activities over and over and over again and then being happy to finally get the weapon you want just doesn't make sense to me. Make people PROUD to get the loot. Not have a sign of relief that makes them say "Thank GOD it's over!" and then they never touch that content again because it was a slog and boring. Tldr: Loot quality and acquisition should match the effort to complete activities. They should be the reason people get into endgame. Seasonal weapons should be placeholders for better loot. Not the main reason. The game needs to act like a ladder to more difficult and engaging content. Also mechanics should determine difficulty not level. Level should be used as a gateway to get into an activity. We should have more control over the loot we get. I could trade THAT for what we have now.