but you don't even need purples so its all irrelevant.And we've heard yours as many times as well, making a separate thread for it isn't going to reinforce it nor is it going to lead to a change.
Builders have to get used to looting and leaving the base.
Fighters have to get used to picking 1 type of weapon.
Looters are at last viable after first 10 hours.
Every single spec is a crafter now, if you don't want to loot for parts, go visit traders.
Days of never having to leave the base to get purple stuff are gone, get over 6 stages of grief and move on, denial won't last that long, adapting to new direction.
anyways, this game has gone from a real sandbox game to, whatever this is. mind you this is the direction of the last few alphas so nothing surprising there.
the only reason for this change seems to be the stretch out end game as long as possible by making highest tier items drop only with a rare drop rate.
if they want crafting to be just as rare they can simply add an extra item needed to craft t6. add in a level gate and a ~1% drop rate off the 'end chest' or trader quest reward and you end up with the same rarity as purples will have while being able to pick the weapon/tool you need.
that would make crafting at least viable in end game. you'd still need to grind out loot boxes which seems to be a main focus of this game at this point. and there would be more value to perk points spend specializing.
either way, people should start realizing soon that a well rolled t5 is all you need. there's no need to go out looting for t6 at all.
if you can handle yourself with baton/junk turret blues, every other blue weapon is just op in comparison anyways.
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