IMO:
I personally think crafting has its place in this game, but not for all activity weapon pools. But I also think the weapon pools that don’t have crafting should have mechanics to target weapons and aid in the RNG chase.
I think crafting for activity like raids and dungeons works. These activities are more challenging to get groups together to run, they have no matchmaking due to the nature of the activities, and they’re limited to how often you can get drops from them.
Crafting for seasonal activities or activities like them I think has a negative effect - killing the incentive to play the activities and saturates the sandbox with 5/5 god rolls. This destroys the value of the rewards, the satisfaction of obtaining the reward you wanted, the desire to play the game, produces a slow power creep, and ultimately always works out to people playing them for a couple of weeks to acquire the frames and then the activity becomes abandoned wastelands.
I think these weapons from activities like the seasonal content should have weapon focusing and incentivize playing the activities by earning more perks in each column with each rank up of the activity. I think with RNG aides like these the player can choose which items they want to chase and rewards them with better odds of getting their god roll by investing into the activities.
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Focusing would probably help a lot with the rng grind part. That's a really good point. If they did that and then basically held crafting to endgame PvE and maybe special appearances here and there for those of us that don't do a lot of endgame, then it would be great. There might also be some other places outside of raids and dungeons where a smaller number of craftables could be added like in GMs or something.