Like going from talking about people playing up being able to choose a particular weapon rather than whatever the module happens to have to some absurd monty haul extreme even though some have tried to make it out as such.
Let us refresh your understanding of that conversation:
This means you have to have a dedicated hand to weilding either tools, or a nonmagical version of an item you have to soup up to end up on a net disadvantage (not -that "disadvantage"-) compared to the items other classes are getting for free as part of their loot from adventuring
So: We are talking about the situation where the rest of the party have all acquired better weapons than the infusions that you have available.
This does not just mean that the other players have exactly the right weapons for their builds, due to either DM favour or being in the lucky few tenths of a percent of parties. By the time a party has hit level 10, it will have probably found only two or three magic weapons. That might be one for each weapon-user, with no guarantees that it will be as good as an infusion weapon.
No the AL stuff only on that dmg page for inclusiveness, the dmg & xge costs/sidebar against PHB armor prices are more than enough to make "but players need to find stuff" arguments ring hollow.
No, I'm not seeing that. Cost and availability are two different factors. Just because the DM is given the option of allowing magic items for trade, it doesn't mean that they are expected to, whereas the mundane items listed in the player's handbook have a higher expectation of being available.
DMs are expected to lace their adventures with magic items, or at least roll for them when the players find a hoard of loot. However, that is not the same as DM's allowing completely free choice of items available to buy. Even if you assume that the party can only afford to buy the same number of items that they would otherwise have found randomly, the sheer fact that they get to choose exactly what they want makes them much better.
A party that has distributed randomly-found items on the basis of "fair share" or "best fit" is generally going to be nowhere near as powerful as one which got to pick the exact thing that they want.
For all of the talk wotc makes about magic items being optional & not needed they go to great lengths making sure there is a very low burden to obtaining them & GMs are strongly encouraged to be "generous" with them. It's also a bit disingenuous for people to compare the infusions artificers actually have listed to gear towards the legendary end of the spectrum
Even at max tier when legendary items may become a factor, bags of holding, goggles of night etc are still useful. The Artificer has those
and the legendary item, can use anything they want, and has more that need attunement than the rest of the group.
The other sources were help for the DM if they decide to make magic items available for trade.
If a player wants to play an artificer in a campaign where the GM runs a module as written, awards loot as written, does not allow players to purchase magic items, & chooses not to follow the XgE advice to be "generous" that gm should say "no artificer". The solution is not to design the artificer for a spherical cow that does not match the game design & advice wotc has published involving magic items.
Do you believe that
"runs a module as written, awards loot as written, does not allow players to purchase magic items, & chooses not to follow the XgE advice to be "generous"
has the same meaning as
"does not allow players to purchase magic items"?