Yeah after the being triggered by dying has passed, if all 75+ gear is really good and there are good 75- level alternatives (ex: apathy’s maw instead of world splitter or even a good shadow beacon can do) then the level requirement is kind of “the strongest gear need an already strong build to make a legendary” and it makes sense.
I do feel weapons get the short stick tho. You can use most armor and accesories without an extra affix and if the unique is good or even build-required, it does the job. An extra health or ward or x increased damage should not make or break the build.
But weapons need the legendary base damage affix to get around a third extra damage; so I guess I have to change the mindset to “Level 75+ legendary weapons are T4 lategame only, rest of gear is unique only until powerful enough for sanctum”. Then again, I will learn to just think about it differently and not take their upgrading for granted after this failure.
I still believe that no boss retries unless a key is used is objecively bad game design. Using an scarce resource to learn oneshotting patterns is contradictory. It is not a problem of overtuning its a problem of not letting the player play. “Just git gud” aight just give me some hours until I farm attempts at learning, that sounds fun.
But also, and in a different note of game feel, I think this FEELS so bad because “The forging itself is locked”. It feels like I have all the ingredients of a cake and I have to fight someone that is blocking my oven, and for high temperatures I am fighting Hulk. The run to the eternal cache is a bother, there are even charms to NOT DO the content because of how much it felt bad to do. A chore looming at the end of each legendary. I refuse to believe ther is one person that thinks POSITIVELY: “Oh I love the temporal sanctum run mandatory before each legendary crafting”.
I believe a small change could make me feel better about it. Instead of entering the eternal cache once after sanctum kill, I get a (non-tradable) token to access it (at the corresponding tier). I think that way it would feel like “Well the THREE components for the legendary are the token, the unique and the exalt; if I can’t get one then I should approach it differently” instead of “I have the components but can’t craft”.
At the same time, the T4 token would FEEL important, strong, valuable. The cache itself is the same, so right now only the game window is telling you “nope this is too high level for this tier.” But with different eternal csches visually speaking, you would SEE a supercharged or, golden or amazing one at T4 and understand “I can’t get the token to access that because ofc, look at it, and the weapons that need that must be so amazing too if they need such a powerful machine”.
That way, if I loose the run I feel like I am not getting something, a net neutral, instead of being negated something I already “have” (crafting access). And at the same time, I could farm the tiers that I could do whenever I felt like it. Each successful run a net positive for the future. “Oh I’m low on legendary tokens, Imma do some dungeons now that I feel like it, not when the game wants”.
Right now the WHOLE gamefeel is bad: overall boring, mandatory FOR EACH legendary, and super punishing from T3 to T4 without chances to get better by trying. It feels like having to go to the grocery store for ONE pinch of salt each time you cook and having to pay in rare coins. And also the cool salt, which comes in the same bag as the normal one, is guarded by a rhinoceros with a time machine.
Tl;dr. Gameplay-wise I believe retries would be better, but I now see it as a game-FEEL issue, not a gameplay only one.