Crafting experience suggestion

Over the last year or so and probably well before that I have made and seen a lot of suggestions about crafting and FP. Seriously, a lot.

Why should crafting be such a wildly difference experience everytime? It shouldn’t be.

With items dropping with such a wide range of forging potential the ability to craft should be more stable. I’ve said before FP should be higher, cost on runes have a smaller roll range etc no matter what I’ve said or someone else has said there are always a couple of forum lurkers who reply on every single thread giving their 2 cents. It’s crazy to think some people like rolling a 20+ havoc rune or a 19+ to add T1 affix. That’s their prerogative, I guess.

I am once again here suggesting a change. A set price on each crafting rune/action. You should be able to work out how many moves you have on an item based on its FP. You should get a 35FP item and roll twice, boom it’s gone but then again you roll on a 35FP later and get 9 moves. That’s insane.

Story time. You’ve been running 100s of Nemesis for some good armor. You finally get that juicy 65FP from Nemesis and its got an open slot, your eyes water up and you start crying a bit from happiness, you slot it. You add a T1 affix and BOOM 20FP - you’re down to 45, that’s ok its 766 (two of those which you desperately need and 1 good old random crap you wouldn’t want) all you have to do is havoc over to the T1 with the 7 and you’ll have your +4 that you HAVE to have… click BOOM 22FP and it hasn’t moved you now have 23FP… you click again BOOM 20, you’re down to 3FP and it’s the 6 and your second most valuable affix is now a tier 1. You start shaking, nervous and sad at the same time, you click once more and what do you know? Havoc once again has remained stationary and you’re out of FP. 65 gone, Item +3 on skills, T2 on mana, 7 on cold resistance and 6 minion dodge. 65FP you just needed T7 +skill and T6 mana and you’re left with a piece of crap worse than you’re wearing.

Honestly the system in place for crafting the way it works is fantastic, best around but the lack of controlled outcome, well it’s completely random. Everytime. Everyone repeats this “But it’s an ARPG, RNG” yeah - we already have the RNG aspect - we have to find the item. That is RNG. We then have to hope the FP is good, that’s RNG. We then have to craft it into what we need, guess what? THATS RNG. Hey we finally get what we need 2 things for an LP2 item (that we got via RNG) then we take it to Julras lounge. We put it in her tv cabinet and click “on” and guess what? RNG if we get it, hits the wrong secnd affix.

It’s rng, rng, rng, rng, rng, more rng, and final step is rng.

I’m not saying remove it all. Just add a flipping aspect of control to make crafting a more controlled outcome. Especially with imprints being removed because we have less items. A good item does no longer allow us to get several copies. We have 1 shot at it followed by a bad outcome then several more days. A lot of players don’t have the time for this like some of us no lifers so please allow crafting to be better.

Please do something. There have been so many suggestions.