And it's a dumb decision, anyways. No matter the elemental properties, people will ALWAYS use the better, [i]endgame[/i] gear.
Giving Elemental damage to the game's most difficult-to-obtain weapons was a PERFECT way to reward players' efforts, and entice them to play the Endgame to [i]begin[/i] with.
A smarter solution would've been to include Y1 in the Infusion system, and;
1. Let players somehow transfer old weapons' burns [i]onto[/i] new ones via the Infusion system (which would keep the [i]OLD[/i] Endgame relevant).
2. Keep elemental damage on new Endgame primaries, and only let Year 1 primaries keep their elements [i]if[/i] they're infused with [i]another[/i] elemental primary (which would keep the [i]NEW[/i] Endgame relevant).
That way, players wouldn't be forced to conform to the same weapons simply because of Elemental damage (which was apparently the reason for discontinuing them), but still preserve the superiority of Endgame gear.
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