I’ve been thinking about the crafting system in Destiny, especially the seasonal weapons. I truly believe all seasonal guns should be craftable. However, whenever someone suggests that crafted weapons shouldn’t have enhanceable perks, it seems to spark a lot of downvotes and backlash. I don’t really get why. Crafting a perfect 5/5 god roll with no downsides feels like it could harm the game’s longevity, right? If crafted weapons couldn’t have enhanceable perks, that would give casual players who just want their godroll what they want, and still let grinders chase that RNG good drop from seasonal activities. This seems like a fair middle ground, but why is there so much disagreement about this?
21 Answers
Honestly, crafting wasn’t much of an issue to begin with. They removed it trying to keep players engaged longer, same idea as increasing pinnacle requirements. Most crafted weapons aren’t dramatically better than random ones. And if you hate crafting, you can just ignore it and grind for RNG rolls instead.
I see that perspective too. Many love crafting for saving time, others hate it for removing grind. Both sides want middle ground and fairness.
Just removing enhanceable perks on craftables won’t fix crafting issues. People won’t grind mediocre guns and will just stop at red borders or quit altogether. A better approach would be to let players dismantle drops to unlock parts and perks over time so crafting becomes a way to reduce RNG pain, not bypass it entirely.
At launch, there were no random rolls – you always got the best weapons, which killed motivation. Then random rolls added chase. Crafting brought godrolls back quickly, devaluing RNG drops again. Enhanced weapons on RNG drops helped but didn’t fix it fully. Removing enhanced perks on craftables might help balance but crafted will always be solid.
Yeah, I think the discussion’s been beat to death at this point. It’s tough trying to satisfy everyone when the systems themselves clash.
What if we replaced XP gains with weapon drops? Make all weapons craftable. Store stats on all versions. Integrate the whole system with collections, remembering your last setup. This would solve vault space problems and make crafting smoother.
Sometimes I just don’t get crafting at all. Can’t figure out which drops are worth holding onto and which aren’t.
Feel free to ask! Most of us here are happy to help break down what’s worth hanging on to and why.
The whole point of crafting was to help people chase their perfect roll. Taking enhancing away removes that benefit and the thrill of perfecting a weapon.
I’m basically done with the game since crafting got removed. If they bring it back but without enhancement, I’m out. We can totally have both systems without making one worse. This season’s tiered system with a base craftable version and RNG chasing shinies and adepts is a perfect balance. The chase isn’t really about earning skill anymore; it’s just bad luck protection and patience, and that’s exhausting.
Agreed, RNG isn’t about skill — it’s pure randomness. Most have learned to just tune out the grind.
To fix the grind, give us solid target farming with decent drop rates. Also, allow minor weapon adjustments, like swapping barrels or masterworks with some cost. That would make crafting and customizing feel rewarding without ruining balance.
Bungie’s focus should shift to making activities where we can use our gear meaningfully rather than endless gear chasing. That’s what would make the game better overall.
I get why some hate crafting perks being enhanced. When crafting was introduced, only crafted weapons had enhanced perks. Now that enhancing is a thing, people still prefer crafting because you can guarantee the roll you want and save vault space by not storing multiple copies with different perks. The issue with removing enhanceable perks on craftables is it might make crafting weapons feel worse than RNG drops. The core issue was that people stopped playing activities after crafting their ideal weapon.
Exactly! It’s frustrating that after finally making random drops more rewarding by allowing enhancement, they restricted it for craftables or pulled crafting from seasonals altogether. It seems like a move to boost engagement metrics, but it just hurts the player experience.
The best middle ground I see? Keep crafting for base seasonal weapons. Let RNG rolls chase multiperks, shinies, and Adepts. This way, crafting gets you what you need, and RNG remains exciting. The difficulty is trying to take away something that was already given.
Maybe set a high crafting cost, like requiring 10 red border unlocks for non-raid weapons. That way it’s harder to craft and keeps the grind meaningful. Simply removing enhancements doesn’t fix the core issue for me.
Crafting should be limited to seasonal or expansion weapons, or maybe raid and dungeon guns handled differently to keep those activities challenging and replayable. The devs should handle replayability, not players worrying about overpowered crafting.
That would make sense. Players want to enjoy content without feeling crafting is ruining the challenge, but also want fair access to gear.
When people talk about game longevity and crafting, they’re usually referring to time engagement. But more time spent doesn’t always equal more fun. Crafting is actually player-friendly because you can get what you want quicker without tedious grinding. If you love grinding for your perfect roll, crafting won’t stop you from that. So, there’s really no downside for players to have crafting; arguments against it often just push for a grind-heavy, FOMO-driven experience.
Yeah, I feel you. Grinding can be fun for some, but the ability to craft a solid weapon saves time and keeps things fresh for those who can’t commit long play sessions.
I’m open to the idea of changing crafting perks, but honestly the vault bloat and the constantly shifting meta are a bigger issue for me. I recently re-crafted my Ikelos HC and racked up another 10k kills on it—it would’ve been scrapped otherwise. Maybe a compromise could be allowing enhancements on craftable weapons from past seasons while keeping current seasonal ones unenhanceable but craftable.
Making crafting weapons objectively worse than RNG ones would just feel bad. Enhancements on the RNG weapons made the system better; crafted weapons are still the default best option because you control the roll and can enhance.
I hate crafting. It kinda ruined Destiny for me. Back in D1 there was no crafting and I loved that. RNG grind was tough but felt more rewarding to me.
There was nothing wrong with crafting before. It respected vault space and time, especially with Adepts and shinies. Now with crafting gone and random rolls back, vault hoarding is a nightmare again.
Vault space is the biggest problem for me. Crafting is nice because you don’t clutter your vault with multiple versions. When farming RNG, you end up with tons of slightly off rolls you never use but can’t bring yourself to delete. Then the weapon gets buffed a season later and you’re stuck without it. Crafting helped avoid this endless hoard-or-delete cycle.
I get the intent, but crafted guns being better hurts drops from activities like Atheon runs. If we could craft but not enhance, random godroll drops would still have value, making the grind meaningful again.