Weapons do, but the game is built on schematics. That's your valuable loot. That's what you upgrade and plow your resources into. Then you build from the schematics as you need.
Saying schematics are the valuable loot in the game is to sort of miss the forest for the trees imo. Yes, they are *valuable* in concept -- if only because they represent "possible" power -- but they lack value in practice. What matters most is that weapon, when you get it, and how it's used. A schematic without an instantiation is utterly useless.
I have in my inventory many epics, and even a couple legendaries. I do *not* craft them. Not because I can't, but because the way in which the durability system in this game works, I am disinclined to spend my limited and valuable resources on weapons that will not last any meaningful amount of time, and considering that the fundamental difference in power between these weapons at parity of rare or even uncommon weapons, is marginal at best.
This isn't fun. The fun thing to do is gather some resources, and then get your cool weapons, and *use* those weapons until the content in the game requires you to *recraft* them at a higher level.
Games with durability systems
are fundamentally flawed. Good games realize that durability is boring and annoying, and provide ways of circumventing that. This game doesn't.
I've been playing with a friend the entire time, and a mission goes like this: "Wowza! I just crafted my new hot epic gun! Lets go do a mission!"
*Mission ensues*
"Hey, man, the durability on this gun is at 50%. I probably need can only play 1 or 2 more missions max before I need to go find more mats."
"Hey, you know what, this sucks ass. I'm just going to craft like 5 greens and cycle between them, because they are cheap and just as effective if I level them up."
And it's like this for both him and myself. We're both not getting mats -- primarily the Rotational Gizmos. We're looking for those -- we know where you (hypothetically) find them. They don't drop. And when they do drop, it almost doesn't matter, because they need to drop like 2 more times before you can even craft one really cool epic gun.
IF they removed the durability system, it would not unbalance the game a single iota. The reason it wouldn't unbalance it, is simple: you have to recraft the gun *any* time you want a higher level version of it.
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The irony is that this is early game issues. Look around the internet, and you'll find people complaining about MUCH more important topics, such as the ridiculous pay gate the game has after the V-bucks start running out. The devs are mum about these more important issues, but I'm just trying to enjoy the cool new loot I *thought* i had, but it turns out the potential power I have is so transient it barely feels like I even have it.
My friend got rid of a bunch of his green weapons because once he got blues and purples he thought why would I ever need these? Welp... cut to him running around *praying* for greens instead of anything else, because he and I are locked out of really getting comfortable with new weapons before they are busted.
As for people who have like 13 of these things (rotational gizmos), if you, right now, crafted 3 epic weapons, you would be about about 7 of them. Do this twice, and those items are all gone. If you *think* you can outpace, in a natural setting, the loss of these items, I feel you are mistaken unless you are an RNG god. After all, these items mostly occur in treasure chests and toolboxs. How many of those exist per map? (Not that many). Now divide that number by 4 -- that's how many you get per level (if playing with 4 people). Now realize that at least (and this is being *realllllly* leniant) 2 out of every 3 of these toolboxes is *NOT* the item you are looking for.
This would all be fine without the durability system. With it, it's a punishment from hell.