Hi Dev’s
I’m not normally a voice on any crafting issue because I rarely use that feature, but I’ll share some thoughts in case they help.
I have a background as a long time POE player, yet I never use crafting there either. It is too much like work, too RNG dependent, and very poor on an enjoyment vs time investment scale for me.
In Last epoch I rarely craft either. It is also too much like work. I’ve crafted maybe 50 items over the last 2 years and not enjoyed any of it. Here are the steps you currently ask of players and my thoughts on them:
Step 1 - Collect affixes = fine, I start collecting them. Over time I, realise that there is only space on items for “essential” defences, which appear to be critical strike avoidance and glancing blow. This seems to me to make 95% of the affixes I picked up useless. It also makes it seem like I should not start crafting until I find glancing blow affixed and critical strike avoidance. Since I find so few of these, I figure I have to save them for a good base item…
Step 2 - find a base item = This has traditionally been really time consuming (maybe the loot filter will help). It already takes me long enough to sift through the yellow items that drop, I now have no will left to even look at blue items. Eventually I find enough items that my level 60 character can have about 30% resistances and 800 health. This character gets oneshot from any positioning mistake.
Step 3 - Find another base item that you can afford to lose with crafting. Again, very time consuming. Start crafting, it fractures. Try next, it fractures. etc. Eventually after much time, I can craft some items that might raise my resistances to 45% and health to 950. Perhaps by now I have some regen, crit avoidance, glancing blow, and some nice synergies with damage. This character still gets oneshot from any positioning mistake, but it might be a few arenawaves/monlith runs later.
Step 4 - Analyse what I got for all my time - a few extra arena waves. Did I enjoy the process of sifting through loot? Did I feel like I gained anything tangible when the crafting didn’t fracture, I got a tier 5 affix and my armour went from 1000 to 1100? No, not really.
Compare this with the passive and skill trees, where I happily spend hours planning builds. In this aspect of the game, I can kill things - anything - to gain power in these areas, there are really interesting interactions and achievable outcomes. Once I earn a passive point it never gets taken away.
Step 5 - Decide whether to continue grinding a high level character or just soft cap myself at wherever a build needs to start crafting. I choose the latter so I don’t have to use the crafting feature.
I am aware that crafting gives a lot of other players enjoyment, so I’m not pushing for radical change. I think I’d really enjoy considering whether to risk going from tier 4 to tier 5, or whether to put on a flat modifier or a % increase modifier if I felt like getting to those choices was within reach (as per passive choices or skill tree choices). At the moment I do not feel like they are within reasonable reach. Standing in their way are things like fractures, unreasonable grinds, unreasonable RNG, and a disconnect between the improvement gained from crafting vs the improvement required to have any effect on late game content.