Very interesting ideas there!
On the note of the dopamine rush, I think right now there are several points where the dopamine rush happens. First is obviously the item drop. This is probably the biggest rush, as it’s a “FINALLY” type feeling, especially if you’ve been looking for it for many hours of play. The subsequent hits would be as the crafts continue to build and succeed.
The flip side is that there is also a sharp drop in dopamine if the craft fails very early, or damages the item beyond use. Dopamine hits are a thing, but it also drops to below normal levels if the anticipation of reward is not actually rewarded. This can have two outcomes, either seeking further dopamine boosts, or a frustration and lashing out, which we’ve seen on the forums many times in discussions around items (and I’ve seen it in global chat often enough too).
I think this is where the balance needs to be struck. Dopamine is also more active in the anticipation of reward and reward, and drops down to baseline fairly quickly afterwards, so that chase for “the next item” is typically what then takes over. This is also where the addiction comes in, but that’s another matter. It’s one reason I often take prolonged breaks from games like this, to go and play games that are less focused on dopamine hits related to RNG (I have struggled with addiction, and have as such spent no small amount of energy and time learning about the dopamine anticipation-reward-reinforce brain system).
I think the complication with the whole “chase” really comes down to the difference in loot in this game versus, say, Diablo or PoE. In those games, you are looking for specific uniques/set items mostly. Yes, there is some range and RNG to the stats, but you are looking for specific items, and you get the dopamine hit the moment you see the item on the ground. You go off, you enjoy it a bit, and then it’s just part of your kit and you’re looking for the next one. This is fairly simple. Farm/grind, item drops, yay!, moving on. LE’s loot is more complicated, as uniques are either super niche, or mostly good for leveling. There are a few that are build enablers, but by and large crafted items are just objectively better in most slots. This means that unique and set item drops don’t really have that same excitement attached to them. People look to the crafting instead, but when they come up against big disappointment, their own way of handling that disappointment really becomes the indicator for whether they enjoy the game or not.
Some people love the full RNG. Others don’t. Personally, I like having clear, defined goals and strategies. This is probably why I have 2500 hours in TW:Warhammer 2, and will likely log even more in the 3rd one. Maybe that means that LE isn’t an ideal game for me? Maybe. Or maybe there’s some middle ground that hasn’t been figured out yet, where you can have enough of both to satisfy both sides. I think, ultimately, that’s what it comes down to. Can you please both, or do you need to focus one way or the other? Personally, if I don’t have a clear defined goal, I feel aimless and tend to lose interest (which explains why I often skip 2 or 3 major patches, then come back and play for a while).
Neither one is right or wrong, it’s just subjective to the person, and depends on which way EHG wants to play it.
Either way, that’s a bit off track.
I like a lot of the ideas in the post that you linked. I do think that runes are underutilized and lacking variety right now, so expanding them in the manner suggested would seem like a reasonable way to do it.
EDIT: I should also say that I play exclusively SSF, which I realize drastically reduces my loot pool and makes it exclusive to each character. Thus I don’t have items for 2 or 3 other levelled chars to use on a new character, and yea, that’s definitely my choice. I just find it more satisfying, really. But either way, that also influences my perspective on it, so I should be up front about that.