Crafting & Fracturing really rare items is a very negative experience and could be solved differently

I totally see that and I don’t fully disagree.

But having luck, variance, randomness involved in loot, makes Items more exciting.
Like it or not, it gives you more of this dopamin rush, when you finally get one.

Currently this feeling is a little bit more shifted towards succeeding a craft, than actualy dropping an Item, but this is an entirely different discussion.
All of this excitment would be lost, when it’s something you can clearly work towards.

I personally would be fine with some clear goals, that are very specifically targetable until a certain point, but for the top end gear, I don’t like that at all.

And some of the stuff you proposed I also already proposed some time ago, with some more restrictions on it.

In case you are interested:

2 Likes