For Caster recipes that target scepters and wands, I think staff mods should stay on the craft. This has the added benefit of making gold more useful as it’ll be more efficient to buy bases from drognan/akara/ormus:
> add faster cast rate 10-20% (this means with an apprentice roll 40% fcr)
> increase maximum mana 5-7% (from 1-5%)
> regenerate mana 5-10%
> +40-60 to mana (from 10-20 seriously negligible amount)
Caster armors, shields, helmets should have fcr, + to character skill levels, increase max mana %. Armors should have a chance to roll O skills such as warmth, elemental mastery, teleport, etc.
Hit power and safety should be consolidated. They fill very similar niches and I don’t think we need a crafting recipe set for thorns players only. Buff thorns damage by 1000% and it’ll still never be meta. Give FHR, DR%, faster block rate/increased chance to block, magic damage reduced, etc.
Change Safety crafts to greed and change emerald to topaz required. Roll MF, extra GF, socketed (1-3), vendor prices reduced by % (cap it at 50%, no infinite gold).
I have thought about crafting alot in this game. Maybe they could even introduce empowered crafts that require from Lum-Um + unique jewel for a better chance at target rolls.
bloods reworks need to coincide with melee buffs. But Could improve with adding CB, deadly strike, prevent monster heal, ignore target defense, and other useful mods.
I despise get X ingredients for Y effects in games. It makes crafting more of a chore, like grocery shopping, than fun. D2’s crafting recipe is very simple and akin to gambling, so maybe making the rolls more narrow would help it alot. But making good rolls exceedingly rare like 2/20 ammies and 2/20/10 blood gloves still gives me the rush of finding a rare TC87 item. We are all gamblers at heart.