My thoughts on the LP system as requested by @Reimerh
Even though the Legendary system adds a ton of depth and customization to builds, engaging with the system often feels bad thanks to multiple layers of RNG and lack of progression. I’m not hoping for Legendaries to be easy to get, but instead fun to get.
While almost no builds need any Legendaries, as a player who wants to minmax and achieve close to BIS items, it can feel nearly impossible to get a Legendary you want, no matter how much time you spend grinding, even when you have reasonable expectations for the items. There has to be randomness in the LP crafting system, but at the moment it feels like there is too many layers of RNG and no progression or way to work towards Legendaries. Theoretically, the current LP system adds infinite replayability, but in actuality it feels that when gearing a character, a plateau is reached very quickly and progression basically stops when the LP grind phase begins.
The rarer the item is to drop and get with LP, the worse the system will also feel. Missing a craft on a valuable item that you spent a lot of hours grinding for and having nothing to show for that grind is an extremely bad feeling. Your progression is always reset back to zero. Even when you finally get the LP craft you want, it’s more of a relief than something you get excited for.
Also, since LP items are completely luck based, the better player does not really get rewarded for being skilled in the game. A lucky newer player might have some Legendaries that the veteran player doesn’t even expect to get at all. I would rather grind for more hours knowing that I can eventually get what I want than get the same item with luck and less grind.
Of course even if you miss the LP craft, the result is better than a plain Unique. But that doesn’t satisfy a player such as myself who has a specific goal in mind for the Legendary to power up my character.
LP & Monolith/Corruption
The “feelbad” of the LP system also ties in to the current gear acquisition methods, which for most LP uniques is doing Monolith. I think grinding for LP boss uniques is fine and enjoyable, since you can target farm the boss, feeling more deterministic.
The problematic LP items are everything else, items that you get from either unique reward echoes or as a random drop from slain enemies. As doing echoes can be quite “autopilot” because of the low difficulty, since corruption doesn’t scale gear drops enough, for efficient farming the player will be doing easy content as fast as possible. The end result is that LP farming is like playing slots, you are doing the same easy task over and over, hoping to eventually get lucky.
Making corruption meaningful would help immensely with this. For example, tiers of corruption where the corruption itself is the difficulty instead of modifiers, and tying drops to difficulty. Ideally, the hardest content should be the best place to grind for items, even if it takes more time to clear. Being rewarded for completing challenging content is one of the best feelings.
LP cap
Another thing on the LP system that could use improvement is the maximum LP of items. Currently you can “technically” get anything with 4LP, even the rarest items, but that is never going to happen. LP is already basically “soft capped”, but I would add an actual LP cap for all items. The tooltip could have for example, “2/2 Legendary Potential” for an item that has the maximum 2LP that’s available on that item. Of course 4LP would still exist for some items. This way all players, new and old, would know exactly how much LP you can expect to get.