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I don't like grinding, and the game has at least up until that point been very much light on RNG heavy drop mechanics that hard gated gear.
To see that they abandoned that for a low chance gear drop roll at the last part of the game was really disappointing since honestly it isn't fun or hard to do it's just mindless tedium.
in early access the shard system allowed for the placement of shards that gave you a 2 hour buff that you could stack onto other shard buffs. once you had it, everyone in your clan could interact with it to acquire said buff. However, in the new system there is only one soulshard necklace per person and to get more (depending on whether or not the server is pve or pvp) you have to either raid the person that had the necklace or fight the boss multiple times - depending on how many people in the clan still need the necklace. as a side bonus you have to kill level 84+ rift bosses to keep the necklaces repaired.
If you keep doing the rifts there's a chance for a legendary shard to drop, not just epic, but its only a 10% drop chance.
While I think the game could have benefited from a similar, less location restrictive system (say, upon reaching a certain gear level and constructing a certain device, a zone would become possessed and every enemy inside that zone would drop shards with increased drop from V bloods and then possession would rotate to a different zone; enemies would scale to high level), in its current implementation it is a boring grind - from the purely PvE perspective, because the amount of shards dropped for, say, doing 20 t2 rifts doesn't allow to get everything one wants (all passives, at least 3 desired legendary weapons or Epic weapons with the matching magic type etc) and doing even 20 of those in a row is quite a grind compared to the rest of the game. Not only that, but rifts are also on a cooldown timer, making it extremely frustrating even to grind. Maybe it is a different story from PvP perspective - which I couldn't care less about.
Also - the decision to make most legendary weapons strictly favor one magic type is extremely boneheaded. They should have made it a random magic type instead.