Exactly, and that’s the line I’ll pick up and construct the argument about.
So, the itemization has a massive variance through the implemented drop-rate that leads to a ‘not good’ outcome.
Hence the variance itself there is the problem.
In this case the variance of a crafting system is solely confined within the rolls, which by themselves have a small variance. You got 4 mods to change and 5 tiers, it goes up, no changes in base types and sub-types.
That alone makes the distribution different.
With the vast normal distribution provided from dropped items it means you can’t see the steps at the edge-cases anymore, which in crafting when you solely affect a single aspect per time is not as much of an issue. It’s after all solely ‘crafting steps possible’.
With item drops though it’s ‘item type, sub-type, 4 times affix roll, existence of affix roll itself, limit breaking of basic roll range per affix’ which is a total of 7 conjunctive rolls on the normal distribution.
This causes outcomes to be extremely centered, the outliers are very very rare, and high quality items are hence only becoming visible at what? 4 deviations? 5? That’s massive. And then the higher you go the deviation range gets exponentially more, 7 deviations from standard is basically the highest we’ve seen for human behavior, but items are closed behind 10+ deviations.
The lower the deviation rate the higher the still potentially existing outcome.
Yes, your item will brick… which feels bad… but it won’t be useful without the affixes anyway, that behavior was solely a problem within the normal deviation ranges we see, not for the others, it enabled the others. Short-term detrimental, long-term positive.
Hence with the new system the short-term is far more positive but the long-term… is a mess.
That signs towards a problem with the setup itself. You can’t shift the ranges as it causes a breakdown in the whole setup itself. It’s the methodology to get to the outcome which is the issue.
I’ll once more provide Path of Exile as a good example. They created those ‘safe steps’ in crafting as a counter-measure to normal distribution deviation. The outliers became so impossible that they needed a hard-reset state to then cause another new normal distribution situation.
This way the rate of deviations needs to be less and can each individually be adjusted.
Last Epoch has no means to handle normal distribution in-built none, zero. That’s the problem. That’s the easiest possible fix. That makes it similar to PoE though for crafting as it’s the only option viable and simple at once.
Everything else enforces a fundamental change in how the systems to reach your goal are created from the ground up.