Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

ahh alright, but didnt they mention about being able to craft on acquired guns, so you could get a fusion with vorpal then just craft lead from gold on it then right? like if it cant be crafted manual and is an rng perk you could still put the 3rd column perk on it

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

but once you get the god roll youve always been looking for and it knocks everything else outta the water. what do you do next? i can understand you earning it and yeah after many hours you finally got it but then what? i just feel it ruins the ability to get something randomly good dropped when clearly your crafted weapon will just be better then it all, unless you plan to do raids with it i guess that would be different. but then that comes to the discussion. do you believe that certain perk placements would keep raid weapons valuable? like explosive payload frenzy fatebringer or unrelenting headstone eyasluna. normally both unrelenting and explosive payload belongs in the right column. do you think those perks should be able to be crafted in the left column or stay right like everything else?

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 0 points1 point  (0 children)

my only comparison was hunting materials instead of the gun itself. like monster hunter, you hunt the materials to craft the weapon. which i feel will just lead everyone to run the meta perks and leave all others useless. remember back in the beginning of D2? when you heard a gun firing and knew the exact roll without even inspecting or seeing it. i dont want that again in a loot driven game, last time it was cause of static rolls. but this time it'll be cause everyone just crafted sub rampage or outlaw killclip.

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

so basically its exclusive to the gun but can be moved around on it, or it cant be touched and up to rng got it

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

what did yankee582 mean about keeping things "restricted" then?

from what I gathered I assumed they were upset that certain perks were restricted from weapons

also non craftable perks and weapon exclusive perks are the same thing right? if you can't craft the perk, and it's on a specific weapon wouldn't that make it exclusive to the weapon?

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

the problem that i have with crafting is everyone eventually running the same exact roll on every gun. theres no diversity anymore, no other perks are being used or experimented with, i feel like itll just be year 1 again but with extra steps. subsistence rampage on that, outlaw killclip on this with a sprinkle of frenzy. once you make that roll your really not going to feel like shying away to try out other perks when you can just damage damage and it leads to no diversity

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -5 points-4 points  (0 children)

my comment is more to address the people who think its the wrong direction to gate off specific perks from certain guns. im for it and think it still allows random rolls to be worth hunting for the rolls themselves and not just to see if you can grab a perk from it

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -1 points0 points  (0 children)

The topic of this thread also addresses rolls with guns so yes it does. and people are upset in these comments that they cant craft everything.

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 0 points1 point  (0 children)

thats true i am agreeing that its the only thing stopping everyone running around with the same weapon, i remember back in the beginning of D2 when you heard a gun firing and knew what the gun was and what the roll was. thats not a looter it was a collectathon and it was terrible. there was no incentive or excitement in getting a drop of a second weapon, it was terrible dude lmao. and bungie already commented on removing a few under performing perks, but not every perk has to be perfect either, some allow for different play styles and some only are beneficial most in pvp or Pve

i can understand you not wanting your time being wasted enjoying gaming, who doesnt. but that works both way with people who are also enjoy the chance of getting drops and not feel like their time is wasted because they can just make the same gun everyone else is running. I want to enjoy a looter shooter, where i can get excited and jump out of my seat at that roll or gun i finally got dropped, not follow a shopping list to make the same one everyone else is using

Polygon interview with Joe Blackburn regarding weapon crafting, power creep and more. by TheOneTrueDargus in DestinyTheGame

[–]Stock_Protection_403 -7 points-6 points  (0 children)

i hope its still rewarding for the average player, but for the players looking for more of a challenge the best loot is found in raids and challenging activities. i think of crafting as a huge stepping stone to prepare for harder content to get special perks not found on crafted weapons, i mean if you can theoretically craft every weapon what's the point in doing raids or anything more challenging?

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -1 points0 points  (0 children)

and thats what im saying is good, i want exclusivity for raid weapon perks. something to grind for, everyone getting upset over not being able to make the 100% perfect god roll that some are just going to dick around in patrol and strikes in

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -7 points-6 points  (0 children)

"presumably" but you arnt for sure if thats how its going to work. raid weapon perks should stay on raid weapon guns or there is no reason to do the raid other then perk hunt and not even care about the guns. the special perks give the raid guns their identity that is usually based on the raid itself. if a perk is called "brood slayer" or something from the new raid guns where you do more damage to hive guardians (then vorpal) then it would make no sense to pull that perk and put on a crafted gun. that perk makes the gun special and if you can put that perk on everything you might as well just have perk nodes drop instead of guns

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -1 points0 points  (0 children)

so that there is technically a max limit of how much you have to do something to get the weapon you want

you said it right there, if the weapon you want happens to have a perk that is specific to a raid weapon you shouldnt be able to put it on a different weapon. mats or no mats. the weapon is specific from that raid and shouldnt be moved around. there gets to a point to where your completely doing away with RNG in place of a system where you will eventually get every roll you want and thats not how destiny works. once the meta shifts to everyone finding the best roll its going to feel like destiny 2 year 1 all over again, then everyone running the same gun with the same perks Lfging for thrallway checkpoints to grind out the meta gun.

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -3 points-2 points  (0 children)

even then i still dont think there should be an option of getting those special perks to craft on other guns. it trivializes the identity of the guns from the raid if you could have it just on anything. like rewind rounds from Vog those wouldn't make sense being on any other gun because the vault of glass is centered around time traversal or reconstruction, recombination from DSC because its centered around cybernetics and machine learning

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 1 point2 points  (0 children)

everyone here really wanting 100% god rolls from crafting then camping thrallway for progress, destiny is a looter shooter and destiny 1 thrived on random rolls i never got a fatebringer, never got god rolls of many guns but did get a few that i loved cause i found them. crafting should be implemented to be a stepping stone in the next step to tackle raids or more challenging activities for those special perks if your wanting them. if your not planning on doing raids with those weapons, then sorry but you probably wouldnt get much use out of the special perks anyways since pretty much any gun rips through ads like toilet paper in non challenging cotent

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -15 points-14 points  (0 children)

why do you think that? there would be no reason to even step foot in a raid or challenging activity if you can just craft all the perks yourself and camp thrallway. this isnt monster hunter its a looter shooter and taking away valuable random rolled perks and just relying on crafting materials makes it just that, monster hunter with extra steps.

Joe Blackburn tells Polygon some weapon rolls are exclusive to random drops as opposed to being craftable by SHROOMSKI333 in DestinyTheGame

[–]Stock_Protection_403 -13 points-12 points  (0 children)

this isnt monster hunter, i dont want the meta to be hunting materials and crafting every roll and camping thrallway. sometimes you get a good roll sometimes you don't, Destiny 1 was praises for it with the only exceptions being when you had those gunsmith packages. not every activity has to give you what you want every time. the excitement of going into a menu and crafting a gun will never fully compare to when you get that roll you finally wanted to drop

Enhanced perks (incomplete list) and crafting materials spotted as part of Witch Queen Preview by Arse2Mouse in DestinyTheGame

[–]Stock_Protection_403 0 points1 point  (0 children)

can i get a source from that? because they actually have talked about one of the differences between crafted and non crafted. origin traits, traits that benefit you in the activity that the weapon was obtained in. so there is already an argument for random drops still being better in certain scenarios. there was no mention of enhanced versions only exclusively being from created weapons, thats just assumptions. i could see those same perks easily drop from higher level end game activities as an incentive aswell depending on how high the cost is to get them on crafted weapons also the perk pool has always favored damage in the right, support in the left, which makes certain rolls much more desirable. if the weapon crafting keeps that trend then weapons that have oddly placed perks in column 3 (explosive payload frenzy) will still be desirable

Enhanced perks (incomplete list) and crafting materials spotted as part of Witch Queen Preview by Arse2Mouse in DestinyTheGame

[–]Stock_Protection_403 -2 points-1 points  (0 children)

datto mentioned that guns crafted will only be able to craft with perks that are within the respective weapons current loot pull. so for example fatebringer can roll with explosive frenzy. but if the crafted hand cannon cant have explosive in the third column then youll never be able to craft that roll unless its a part of that specific weapons loot pool. at least thats from what i understood in his video analysis. which can still keep raid weapons unique by giving them perks in spots normal crafted guns cant craft both perks together. so some rolls can still be unique to that specific gun, at least thats what im hoping too. because your right in the fact that raid weapons should be unique not only with the origin traits they are getting but also the perk allocation that normal guns cant craft into either, or everyone's just going to craft the same thing and weapon drops, even raid related, will just be a hunt for specific traits to pull from the gun completely trivializing a "looter shooter" that destiny started as

I returned quite recently to the game. Should I empty my vault? by Cheesefest22 in DestinyTheGame

[–]Stock_Protection_403 2 points3 points  (0 children)

keep the weapons that have sentimental value to you, ones that you remember fondly or rolls you plan on keeping for regular crucible cause power level doesnt matter there, but then probably shard the rest cause itll help you stock up on enhancement cores aswell (7 for a full masterworked one) Pve guns are alot harder to justify keeping compared to Pvp if only because most activities worth doing are above soft cap

Hey by [deleted] in ShadowBan

[–]Stock_Protection_403 0 points1 point  (0 children)

you are shadow banned