Overall the crafting system is beautifully designed and integrates very well with found loot. One of the few problems with it however is that shards stop mattering really quick. It doesn’t matter if you have 20 vitality shards or 2000 of them, you can do the exact same thing - craft the item you need and never run out.
It would be very interesting to implement an additional resource sink that makes common shards matter even at endgame.
Put a glyph into the game that consumes 10X or even 100X the amount of shards, but gives you some cool benefit - reduces forging costs or increases crit success chance or something.
Sounds pretty fun to me! Gives those monolith shard rewards a whole new shine
Or allow each affix tier won’t go lower a certain threshold when using 10x or 100x like you mentioned. Like if an affix at T5 ranges from 50-70%, make your T4→T5 upgrade ensures at least 60% minimum. Also I like the idea of this, just make these shards useful. Up to the devs how they’re gonna do it.
Yeah, or that! Make art with excess shards. Also devs could program in some code where item forged with inventory artwork made of correct shard combination has extra crit chance or better rolls.
The “better rolls” idea is really good actually - we have dungeon modifiers like “rolls values twice and picks better” . Why not put that on a glyph?
Or how about “use 10X the amount of shards and roll the forging potential twice, keeping the better result”. It would cover both crit success chance and mitigate potential loss in a random and interesting way…