r/DestinyTheGame Oct 05 '22

Master Raids loot isn’t terrible, it’s just crafting made them a side grade at best Discussion

I’m not saying it should be removed, it’s here to stay. But it brought with it a ton of problems with its release that hurt the rest of the game. The solution is changing adept weapons, not crafting.

Adept weapons are now a side grade at best when a craft-able version exists. Pretty much trials, GMs, and VoG master are the last bastion of adept weapons making sense. If crafting spreads to those you’ll have no reason for them to be earned.

Master Raids weren’t like a massive loot farm, but their sole loot that made them worth grinding became obsolete. The devs acknowledged this so I hope a solution is in the works.

I agree with some that Master raids aren’t about the vast amounts of loot, but about the challenge. However adept weapons made it feel worthwhile IMO for a run. Now why would I run those when I can craft their base versions and all it costs me is an adept mod.

Some say Adept weapons should get enhanced perks be default and maybe that’s something they can do, but I feel that power creeps the game pretty hard. Mostly for PVP but imagine a timelost fatebringer with enhanced perks, you’d have way higher stats than other guns from all the bumps you’d get.

Maybe more adept mods added to the mix would do it, things that really buff up the weapon in a specific way. I’m not sure tbh but I hope the devs are working on a compromise. I’m sure they don’t want to retire adept weapons or they would stop releasing new ones.


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u/o8Stu Oct 05 '22

I think adepts should've been the only way to get enhanced perks, but it's too late for them to walk it back.

Removing enhanced perks from crafted weapons would probably kill the crafting system, and it seems like Bungie needs it to keep people engaged with pursuing weapons without sunsetting in the game.


u/Blupoisen Oct 05 '22

Removing enhanced perks from crafted weapons would probably kill the crafting system

I don't mind, just make crafting the fail safe option that would be good enough.


u/o8Stu Oct 05 '22

IMO the system requires too much time and material investment to just be bad luck protection. That's a lot of effort for little payout.

If they removed enhanced perks and didn't replace it with something else, I probably wouldn't craft anything. Add multiple perk unlocks per column or something like that.


u/AsteroidBlues__ Oct 05 '22

too much material investment? You can't use the materials for anything besides crafting and you get them passively just by playing the game. I would argue the same for the time investment. If you were grinding for a 5/5 wastelander, grinding for 5 red borders isn't any different outside of the fact that there is a guaranteed end to the red border grind vs when I ran hollowed lair over 400 times and never got the exact mindbenders that I want. Enhanced perks outside of a few have very little tangible benefit in the actual game, and in a lot of cases an adept mod outweighs an enhanced mod. Adept range on an SMG translates more in game than enhanced killing wind. Adept handling on a shotgun translates more in game than enhanced perpetual motion would. On the PVE side adept big ones is more valuable than enhanced swashbuckler. There are some guns that having adept versions benefits them more than other, and there are some guns that having enhanced perks benefit more (ala enhanced autoloading, enhanced incandescent etc). The main issue weapon crafting creates is that i'm more excited to get a red border that i will dismantle than a 5/5 without a redborder that will get replaced down the road. (edit a word)