No - PSOep1&2 was good because it had mixed rarity rares.
You had good, performable rares that were attainable for normal, day-to-day players. More dedicated players could aim to get them with hit%.
For more casual players a couple rares was plenty, and they were worth seeking not merely for damage but because of what they could do that others could not. Many of those rares would still be worth using even if you had rarer items - this is important because it meant the more casual players weren't completely outclassed. For mid-tier players, an arsenal of a half dozen to a dozen was good (maybe on one char for lots of options, maybe across multiple chars). For the hardest of the hardbeards, there was shit like the TJS.
Why did this work? Because 90% of the effort went into getting the weapon in the first place. Grinding was usually the simplest part - it was even beneficial, since it freed up bank space. For low tier players the grinding step was practically free if they saved their grinders for the good rares they found.
That is why PSOep1&2 was so good and addicting for so many kinds of players, and that is an inherently impossible scenario so long as grinding and affixing takes up such a large portion of an assembled weapon's final value. In PSO2 you go for the best possible item you can and pool tons of money into it. There's no variety beyond a bonus percentage of single digit, maybe double digit damage. That's not variety. There is rarity, but little to no reason to get anything but the rarest item beyond time spent.
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