So, sorry to come back to the thread after an extended leave of abscence, but I thought I should probably weigh in on my own topic lol.
Risk is all well and good, players want it and usually they can opt for it by choosing something harder than the base game, for example Hardcore players, but in this scenario, fracturing is part of the base game.
I will never be ok with bricking items, it does not fill me with excitement, it fills me with anxiety. Then, when they inevitably fracture, all I feel is frustration and anger. At no point during the crafting process am I having fun, or feeling excited, or even relaxed. This is not what I play games for and if this system is kept then unfortunately Last Epoch will lose me as a fan.
I’m not saying the system is bad, and that people can’t enjoy it, they absolutely can and it might seem perfect to other players that have not had trouble with it or enjoy those risks, but I am not one of them. At the base game level, normal mode, there should not be something that loses or wrecks or bricks your items (however you want to put it) as that is not gonna be okay with a good portion of the player base. Something like the fracturing system should be something you opt into, not a main feature.
Can you imagine saying to your friends “a main feature of the game is that you can brick your items if you are unlucky!”… I have said this to my friends, some of them like playing Hardcore too, but they have all made a “ugh” sound at that and proceeded to not buy the game because that sounded terrible to them. They are staying away from it at the moment purely based on the crafting system. Same thing drove us all away from Wolcen too. We are all mainly Grim Dawn players though, and that doesn’t involve a crafting system, you just farm what you need and the RNG is on what the item drops with (which can still be super hard to get the right items for your build), so take that with a grain of salt I guess, but still.
Crafting as a whole should be a method to improve your game/build and help push your character further than you have before, not be a game in itself of risk and gambling to end up bricking everything you’ve farmed and end up back at square one, to then go run the same monolith levels again for another 2 hours before it bricks all your shit again, and end up making no progress at all for an entire day of gaming.
That does not feel satisfying to me, that is frustrating and feels like a plateau or like the game can get stagnant if you cop a run of bad luck with crafting. The way it works currently there is all likelihood that this can happen too, as is the nature of probability and chance. Who would ever feel ok with stagnating or plateauing and feeling like you are making no progress purely due to bad luck? Even locking your items so you can’t make them better is counter intuitive to progress and the reward scheme that most games base themselves off.
I’ll feel rewarded if I work for it, and would love a system that rewards playing and earning your items, etc. Make the fights hard, make the rewards/drops worth it, but make everything earnable through playing. But a system based on random chance as to whether you progress or not? That is not a good system. There will be people that plateau and quit with how the game is currently. This crafting system does not favour progression.