You missed my point. My point is that, currently, in the game, the speed at which someone finds upgrades is too slow. Or too rare.
The more upgrades you find the slower you find new ones. Your first torch is a guaranteed upgrade, but once you have a 20-17 torch... how often do you have to run the map until you find an upgrade?
I disagree that this is the optimal way. The Diablo games advocate diversity, and forcing the player to craft in order to be different would mess up the concept of: the items you find dictate your descisions on skills and other items. We don't want to force people to craft in order to experiment, we want it to be available for all players. Also, we don't want players to be able to choose how or when they want to get game-changing upgrades. This should be left up to chance - up to the loot you find yourself.
Crafting has to be an alternative path of finding upgrades and it has to feel different. You still find imbues, uniques, rares, blues, whites and jewels on your normal hack and slay expirience that (should) change your playstyle. But when you create this standalone crafting section you CAN theme the crafting recipes. That's what makes it great. If you introduce "Armorconversion" as a regular affix you have the problem that it becomes to strong with other defensive mechanisms or redundant by reducing their effectiveness. But if you make it craftable you can add the restriction of having a different affixpool withouth armor and all resist.
And yes there should be more legendaries that alter your playstyle (on page 2 or 3 i mention a few good ones) and yes there should be more interesting affixes on rare items, but these systems like jewels, imbues and crafting allow for crazier affixes and should make great use of them. You can not simply continue to add "whatever you want" affixes to the rare affixrolles because you can not add any sort of flavour properly that way.
I meant to say time commitment into getting resources = quality. Makes more sense?
And this is achieved by getting more items. Even if RNG makes you feel like you were betrayed at some point, the general rule of "the more items the better the chances for high quality are" applies. If you chose 1 item from a pool of 10 items it is going to be worse than if you chose 1 item from a pool of 100 items. Of course you could find the perfect item right at the beginning but the chances of finding it are 10 times larger if the pool is 10 times bigger.
Doesn't necessarily have to be the same item. But... i mean... the same concept kind of apllies to the hellfire torch. Again and again and again until you get the best. (Keep in mind only very skillful players could do this.)
I played D2 mostly offline. When i first started playing online it took me 1 week to find a guide, create a paladin get the items and start farming hellfire torches. The FIRST TIME i was playing online! So i have to disagree with the "skillful" theory. But yeah, farming torches was a very nice mechanic, but it still can be (and actually was) improved. The hellfire ring unfortunately was demanded by the community so instead of waiting for the introduction of charms and other mechanics Blizzard had to use a ringslot for this type of farming. But even that Ring farming is much better implemented because you progress parallel and find loot and materials.
I find this statement ironic because you have the same problem with your crafting system.
It is impossible to get rid of the "jay" or "nay" problem. You can have only so many "jay"s before you come to the eventual "nay". Even if there were only 3 items in the game you would go "jay" 3 times but "nay" from then on for the rest of the game. Even in D2 if you completed your BotD (with the duped runes) while already having a 14LL one, the chances of the new one being a "nay" were pretty high.
But in a Hack'n'Slash you can create alternative paths. There doesn't have to be an optimal one AND you can find upgrades on every try.
Let's assume you like the Armorconversion idea so you start crafting this set with your materials (which you find while hunting other loot). After 100 crafts you get to a certain quality level and it gets progressively harder to make upgrades so you get bored of investing all of your materials into Crimson recipes you start using them for Cyan recipes and from the VERY FIRST CRAFT you have the potential to create an item that is better than your Crimson recipe. But the item doesn't even have to be better. If you will want to change things up a little you will settle with an item of equal value or one that's even worse. Or you craft an awesome imbue or unique for that itemslot and play with that option from then on.
On the concept of weapon damage, I didn't really clarify. First of all; physical attacks ARE linked to wepdam, while elemental attacks are not. This means that elemental goers can focus more on other gear to boost their stats. No, it will not work the same way weapon damage does. This can not only pave two new paths from physical/ elemental builds, but can make more paths in elemental builds. (Glass cannon, summoner, fast mana regen, ect...) Also, it frees up space for said interesting affixes.EDIT: Stats that would increase elemental (+% damg, intelligence, improving specific skills, lowering enemy resistance)
So which attack is physical and which isn't? Is my monks cyclone strike physical? Does the wizard have any physical attacks? You already mentioned that the loot isn't rewarding enough and now you want add affixes that are useless to many players? The loot still comes down to simple DPS increases. But this time these dps increases limit your build variety so an item that is really awesome loses half of its strength as soon as you switch two abilities. In fact every build is railed into focusing on the elemental type you have on your gear, because it doesn't benefit from other builds at all.
This is why i was skeptical of making "elemental jewels" but i decided to go with it in the end because they didn't affect the normal affixes. Rewarding dedication is OK, forcing it is not.
What? Pretty much what you said is raw opinion... so... I guess we can agree to disagree on that?Diablo 2 items ARE superinteresting and rewarding. Ask anybody.
I've talked to enough people to realize they just like their tinted glasses and their nostalgia. When i actually see people play Diablo 2 again they get bored rather quickly because they realize they aren't getting their chains of honour and enigmas without duping and the affixes for Diablo 2 are even more useless than those of D3.