Well, core-wise it’s a fun idea, but it’s also the problem with korean games where it needs to be RNG-hell.
Initially it feels great but turns into massive repetition while shoving that into your face. The fail-state is still there - which is the major problem many people have, a feeling of failure rather then one of a lack of success or success - and it would just exchange one problem with another, the core staying the same though.
I think that the separate layers of RNG simply are ‘too much’ by now.
We got base item.
We got total affix tiers.
We got exalted/non-exalted.
We got FP value.
That means 4 separate steps and we haven’t even started adjusting the item in any way.
1 Is a direct ‘fail state’, if it’s not exalted it doesn’t even need to be displayed (as a usable item, it’s only at best shattering for materials).
1 works in combination with Affix tiers, which is the FP value. Low value + low tiers? Immediate fail-state. You have basically no chance for it to become something anyway, even with nigh perfect crafts happening.
But then it goes into crafting already.
Most items become legendaries. 1 LP is easy now, guaranteed… which is counterproductive as it just pushes the issue back. Making 2… or 3 also guaranteed would be an option… but that causes the game to become too short. It’s suddenly comparatively very easy to have a successful craft.
So legendaries can only go 2 ways reasonably: Full RNG (hence backtracking the 1 LP guarantee and working out the issues in another place) or no RNG (guaranteed hit every time).
That means there’s only Affix tiers, exalted/non exalted and FP left.
So next let’s take FP… FP works in conjunction with Affix tiers. High FP makes more crafts succeed simply, hence it’s a direct reduction in time investment again. LE struggles with time investment already though. Hence not a good option, so we can remove it to be significantly changed. Mildly? Sure! But that’s fiddling with miniscule balance rather then the serious changes that are needed.
Affix Tiers on the other hand cause issues if we change em. Less tiers means you can likely adjust your item more… but basically everything is closer to ‘white’ and hence won’t become a successful item. Then we could increase FP, which makes it a pure crafting centric play though… oof again. If we increase it we cannot even craft on most items reliably anymore, hence it’s ‘this drop is as it is’ with maybe a removal and praying to hit the right thing but not increasing Affixes, also not optimal.
Also not a great idea hence.
Which leaves only exalted/non exalted actually as a hinge to change things.
The issues started because of it… hence it can be solved because of it.
My suggestion has always been the increase in Tiers, substantially. This increases drop variety and allows more gradual improvements. It also allows to adjust FP costs for individual crafts easier. Moving from T4 to T5 and loosing 20 FP at once? Atrocious, instant brick basically.
Reduction of FP cost because more steps are taken is hence a viable thing. Keeps mild RNG (if it costs 3-5 per step and you hot 5 it’ll cost you a few steps but you have a clear idea if a craft can turn out well or not, nigh guarantee with good ones) and allows the complete removal of ‘drop only’ tiers, leaving only primal Affixes as special ones… since you know… they’re special.
Obviously that pushes a few extra things along. Rare Affixes can’t have so many tiers or it would feel bad to acquire them, hence few tiers. Common Affixes with many tiers and small increments of power improvement instead.
All is potentially craftable… but adjustment to FP means only ‘good base drops’ can become good end results anyway.
But since we got different tiers (rather then universally 7) a system countin up isn’t working. You would never know if T5 is the highest or T16. Hence you need to count numbers down. T1 is always the highest, T0 is primal. As other games of the genre do it.
This would solve the major issues but needs very substantial changes for balance… which EHG doesn’t do well.
The alternative is only including many many more systems to handle exalted drops… until they become worthless and you gotta expand the system in total to a senseless degree solely to counter the easier acquisition of items.