Summary
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The lack of crafting weapons in Destiny 2's Dungeons is a missed opportunity for better farming.
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Implementing a guaranteed two drops per Dungeon encounter, with one being a weapon, would greatly improve the loot system.
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Providing guaranteed weapons for every Dungeon encounter would make Destiny 2's Dungeons much more valuable for farming.
As a looter-shooter, Fate 2 offers players several activities to farm items and weapons as they wish. This ranges from casual Strikes and Gambit or Crucible matches to Raids and Dungeons designed as end games for well equipped players. Both Raids and Dungeons offer armor and weapons as rewards, and the weapons tend to be some of the strongest in the game, as evidenced by Fate 2's VS Chill Inhibitor by Vesper's Host. While raids are focused on crafting by awarding red-bordered weapons, Dungeon weapons are usually only upgradable, and this can be a problem given the drop rate and loot pool. However, there is one clear way Fate 2 to make Dungeons much better.
It seems unlikely that craftable weapons will ever be added to Dungeons after Bungie's recent post about the future Fate 2 plans that stated that Episode 3's weapons would not be craftable. This would be a great solution to the limited drops and bloated loot pool of Dungeons, which can be increasingly difficult to farm as players also have to deal with random rolls for each weapon they acquire. So the next best thing would be to not only guarantee two drops per Dungeon encounter, but at least one weapon between them.

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Dungeon encounter in Fate 2 they usually have loot with five or six possible items, often with two or three pieces of armor and two or three weapons. Additionally, not all of these items disappear from every encounter, but rather they are distributed among different encounters or bosses in the Dungeon. This means that it's impossible to unlock all Dungeon drops even after four or five runs, let alone find a god drop for every desired weapon.
WITH Fate 2armor in Frontiers, Dungeon armor may also be affected and become much more desirable than it is now, meaning players will have to farm longer to get everything they want from a given Dungeon. However, a huge change to Dungeons drops could be implemented to fix all of these issues, and this would mean that every boss or encounter would drop two items. The difference with dual loot would be that these items would have forced categories and the best way to deal with that would be to either make sure the loot is guaranteed to be split into a weapon and an armor part, or at least guarantee one weapon and then a random one item.
The guaranteed weapons would make Dungeon Destiny 2 worth farming
This approach would greatly address player feedback, especially afterwards Fate 2Double loot weeks in Vesper's Host as a gesture from Bungie to make up for the time wasted farming VS Chill Inhibitor during the perk weighting dispute. Back then, many players were vocal about how Dungeons' double loot was worth farming due to its massive loot pool and slim chances of getting specific rolls. Instead of permanent double loot, which could also be a solution, having one guaranteed weapon and a second drop per encounter would be more than enough.
In theory, there is a chance that even with double loot active but no guaranteed weapons, one can end the run without weapons. Since these weapons are not craftable and may never be, giving one guaranteed weapon (and possibly a guaranteed piece of armor) for each encounter would kill two birds with one stone. Fate 2 Dungeons would instantly be worth farming – a lot more than they are right now, anyway.
Fate 2's Heresy comes out early next year, and it's hard to think that Bungie will make this change sooner, if at all, considering all of the game's current more pressing issues. However, the launch of Frontiers would be a great time to add this system to Dungeons, making them more desirable for players to spend time in.