>>719253780
I don't count that because the problems with "gacha" aren't "There's an element of the game that requires you to rely on rng for good item drops", but the mobile game slop around it and how it turns that RNG-drop system into a predatory nightmare.
Microtransactions, artificial limits on play time and growth set by stamina and level cap systems, and player progression being heavily tied to how much you to can roll and grind, and so on.
From a completionist perspective, relying on in game gachapons and lotteries for items is annoying, but the player really doesn't need any of it to enjoy or complete the game, so it's a minor sin at best.
If the entire game is structure and progression are warped by the need to get good items via random drops, then it's a problem.
The bond rings in engage give such minor bonuses that there presence is superfluous at best, and by the time lategame hits, you'll just replace them all with real emblems, so I don't really bother with them when I play.