Before you read I really enjoy the crafting system in Last Epoch. It is a trade off with risk vs. reward. Neither the less Fracturing an item and making it unable to be crafted further is something that is really negative, especially fracturing with high % chances. Now, this negative experience is not so noticeable if you are in the early to mid game and have plenty of bases to work with, but if you get to the point where you start to look for exalted item bases with the right affix & maybe possible also the right base item that you want … fracturing that item with a 97% chance is a crushing negative experience.
Just to give an example. I farm 5-10 minutes for a rare base or buy it from the vendors and start crafting. Fracturing that item isn´t such a bad situation since you can try again and “lose” only a couple of minutes.
Fracturing an item base which took you 50h to find with 97% chance is very negative and actually makes me question my time investments somewhat.
Now, what would be if it would be more a positive reinforcing system that does not render your item useless to craft, but just gradually reduces the chance for a good outcome of affixes? Have a system that works with critical success rates so that you still can craft an item but with just half the stats in the end then if you hit all affixes critically. The first affix crafts are 100% crit chance being reduced in the same way as it is right now. The more you craft the less likely it is to crit until you have 0 crit chance. Balance the crafting stats a bit around a crit/non crit system to be in line with how powerful the stats are at the moment and call it a day.
If you fail a 97% critical hit and get at least some stats out of it, it feels much less shitty then bricking an item base instantly rendering you unable to craft further. Still the system stays intact where you try to secure crafts and have a risk vs. reward investment considering what to craft first, how high you craft certain values. Additionally the current crafting system has already random outcomes for affixes. Getting critical hits feels really good but their kind of rare.
So, instead of hoping to not break an item, you would be hoping to crit multiple times in a row to get the best stats (and crits can also be random affix outcome like it is atm as well).
I wish the current system wouldn´t be so punishing for really rare items that you take very long to find. Especially if you get really unlucky and brick an item directly on the first or second craft.
Just wanted to leave it here for discussion.