I’ll be 100% honest, I do not at all make use of the crafting system because of how it functions, I’ve bricked far too many items at the 5% failure chance to ever want to engage with the crafting system at this point, now even more pointedly with the introduction of T6-7 Affixes that can’t be crafted anyways, and as much as I very much hate to use this term because I have a strong dislike for people using it for something when they don’t agree with how a game is;
Punishing your players for engaging with a system is bad design.
Now allow me to explain, when you have a system that encourages players to break down items for the potential affixes they do want to put on the item that they want, having all that time and effort spent gathering items and materials only for it to go up in smoke makes for a punishing experience for a player, because potentially a fair amount of time has well and truly been wasted, you have no forward progress to show for it and at worst you’re going several steps back as you cannot simply reforge the item that was ruined, made exponentially worse when you lose affix levels, or affixes entirely. A feeling further reinforced with the previously mentioned Tier 6 and 7 affixes, because now, a player will simply ask why are they putting in this effort when the highest tiers can only be farmed anyways?
Now here are my personal suggestions to improve the enchanting system to make it both enjoyable and rewarding to use:
1: Do away with fractures and instability:
As I have previously stated punishing your players for using a system is not enjoyable getting rid of this mechanic will fix one of the major flaws of this system, and as you’ve stated in the original post this mechanic was originally designed for making “holy grail” items difficult to obtain, rendered moot by the introduction of tiers of affixes that cannot be crafted.
2: in lieu of using one shard to increase an affix level have each successive level require more shards:
This would allow players to simply farm until they had the gear they desired while taking time and effort put in to acquire the item with the stats they desire. For example applying a tier 1 affix to a normal item will cost 1 shard, the next tier up 3 shards, a tier 3 affix would then be 7 shards and so on, or however many EHG feels is necessary for a tier up. This allows players to progress their gear in a relatively linear fashion while not being totally at the whims of RNG and would potentially allow a smooth transition into farming end game T6-7 gear
3: Allow single shard use for gambling on a tier up, but each successive use increases the chance of a rank up in tier: pretty self explanatory, to add that element of chance into the system in a safe way without being too unduly punishing. I would also add that if Point #2 is taken into account gambled shards should increase their chance to 100% success when the number of shards gambled is equal to the tier up amount from normal use: I.E. if a tier 4 affix needs 20 shards and a player has gambled 19 already, the 20th shard should simply be a 100% success.
Obviously this system would require most glyphs to be re-evaluated as to what they would do in this system, but I personally think that progressing your items into early endgame tier 5 affixes along the way would feel far more enjoyable than simply leaving everything to RNG and potentially ruining items.
I sincerely hope the content of my post is taken into consideration as I do want Last Epoch to succeed and this is one of the few points of the game I consider to be the weakest in what is an otherwise good ARPG shaping up into a great one.