I have a simple question:
“If an item is practically unattainable, what is the purpose of said item existing in any game?”
You are more likely to get hit by lightning in a given year than win the lottery but people still play… but all of these odds are only in the range of millions to 1… (sometimes many millions) - what is the point of the odds of a game item dropping in 1 in 16 quintillions - a number that is beyond virtually every humans ability to comprehend… May as well say that a Ravenous Void cannot drop with 4LP. There is no practical difference and it would save some processing time.
I see this as very different from an item that could be earned and said item may only be earned by say 0.001% of the player base over years of play/effort… Its still practically unattainable for most, but its not practically impossible… Its like a kid seeing a Bugati Veyron drive past and thinking “I will own one someday”. Its unlikely and probably practically unlikely for most, but its by no means impossible.
imho, LEs current item system leans heavily into the chance side of these example. Once you reach at certain level of gear, to get better requires starting from scratch again. Say you have T22 gear (T6,T5x3,T1 seal) - attainable (I have plenty of them)… To get a perfect T23 - just one tier higher- you need to start again from a random drop off a good base with at least 1 perfect affix and high FP. Crafting is basically RNG so its basically pot luck to get an improved piece of gear to replace what you have already… There is no sure way to “earn” an improvement to the existing item. Its effectively replaced only by compounded chance…
So perfect item drops are practically impossible… and there is no way to work/earn/make perfect items… So once you get to a certain point, there is no motivation to go any higher… In my experience T23 is likely this point…
So why bother having better items in the game if there is no practical way to get them.