Crafting broke ‘Destiny 2’ loot loop the wrong way

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The idea behind crafting seemed simple in Destiny 2. Grind for drops, if you don’t get what you want, enough time will eventually allow you to craft the drop you’re looking for. Easy, right?

Not…really, not in practice.

For two seasons of Destiny 2 now, players have been using the game’s new crafting system, and from my perspective, it’s turned the game’s central loot hunt into something very weird and complicated for most of its weapons. And it’s more complicated, because there are still a lot of weapons not craftable. In a way, though, that makes them more desirable when they drop.

Here’s how loot drops worked in Destiny:

  1. Play an activity to get a weapon.
  2. Upgrade seasonal perks for more drops, double perks.
  3. Play enough to get a roll you’re happy with, master it.
  4. Endgame activities give bonus, Adept or Timelost weapons, with a stat bump and more mod options.

Sure, it could sometimes lead to RNG frustration if you played long enough without the exact throw you wanted, but the crafting system born out of that frustration turned chasing into something weird. Here’s how crafting makes looting work now:

  1. Play an activity to get a weapon.
  2. If the weapon can be crafted, remove more or less every drop from it.
  3. Close specifically for red frame pattern weapons only, which have a 5-15% drop rate.
  4. Hoard Seasonal Currency at the same time to focus Umbral Engrams on too try to get red frame weapons.
  5. Continue to fragment non-red frame deletions, because even if they are the roller you want, or almost, they can never get the enhanced benefits of the manufactured version.
  6. Finally get five red frames to unlock the pattern after weeks of hardcore grinding. Craft the weapon.
  7. Crafted weapon starts with perks you don’t want. You’ll use these perks until you reach maybe rank 16-18, because upgrading them before that to lower versions of the final builds you want is a waste of resources. You cannot use any other drops from this weapon along the way. Keep sharing them.
  8. At this point, you can finally pay 4,000 neutral items to get the upgraded perks you want. This will require you to get 40 kills on 14 other red frame weapons to extract their element.
  9. Craft the upgraded perks, reach level 20 for the stat bump, you have your divine weapon. All future drops of this weapon will continue to fragment because they literally can’t get any better than the one you have.
  10. You are now fed up with this weapon and proceed to the process of crafting a new weapon.

Bungie can say “oh, crafting is just one option if you don’t get your god roll’, and yet it’s pretty clear that this system turned into even more RNG frustration try to get red frames and then this weird grind that makes you use a bad version rolled this weapon for hours to get it where you want it.

For me, if you do RNG, I would prefer to have the old system. For me, I’ve never been satisfied with an opulent or haunted drop all season. If it’s not red frames, it’s trash. Once crafted, the drops no longer matter. But the new dungeon weapons, I always get excited every time we drop because I know that might be the role I keep. That feeling is gone for anything you can create now.

Again, maybe not everyone sees it that way, but I don’t think I’m the only one here. I can suggest changes to crafting to improve it I suppose, and I have, but basically after two seasons now I’m not at all convinced that this is a system that has a place in the Game.

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